示例#1
0
// decrement the player count advertised on this session
//
DWORD XBL_MM_RemovePlayer( bool usePrivateSlot )
{
	if(!logged_on || !session.Exists())
		return -1;

	// The value we're given only tells us if they were eligble for a private slot when
	// they joined, but they may have actually ended up in a public slot. As such, this
	// can get pretty wacky. Oh well.
	if ( usePrivateSlot && session.PrivateFilled )
	{
		session.PrivateFilled--;
		session.PrivateOpen++;
		session.TotalPlayers--;
	}
	else
	{
		if ( session.PublicFilled )
		{
			session.PublicFilled--;
			session.PublicOpen++;
			session.TotalPlayers--;
		}
		else
		{
			assert( 0 );
		}
	}

	session.Update();

	return 0;
}
示例#2
0
// increment the player count advertised on this session
//
DWORD XBL_MM_AddPlayer( bool usePrivateSlot )
{
	if (!logged_on || !session.Exists())
		return -1;

	// SOF2 had a really bad system that checked for server's friends. We do what
	// MS says is good - all invites/joins go into private, everyone else goes public.
    if( usePrivateSlot && session.PrivateOpen )
    {
		session.PrivateFilled++;
		session.PrivateOpen--;
		session.TotalPlayers++;
    }
    else
    {
		// Either joined via matchmaking, or we don't have any more private slots
		// Give them a public slot.
		if ( session.PublicOpen )
		{
			session.PublicFilled++;
			session.PublicOpen--;
			session.TotalPlayers++;
		}
		else
		{
			assert( 0 );
		}
    }

	session.Update();

    return 0;
}
示例#3
0
// Ensure that our session is being advertised correctly
// Will update map name after a level change, etc...
void XBL_MM_Advertise()
{
	// If not on xboxlive dont post server
	if(!logged_on)
		return;

	if ( session.Exists() )
	{
		// Our session is already being advertised, update it
		XBL_MM_Update_Session();
	}
	else
	{
		// Brand new session
        XBL_MM_Init_Session();
	}
}
示例#4
0
// SOF2 had some silly two-stage thing. They stored off the session parms here, then used
// a couple globals to delay advertisement until later. I'm going to try and avoid that
void XBL_MM_Init_Session()
{
	// Fill in # of slots. OpenPublic is total slots, minus one for server, minus # reserved for private
	session.PrivateFilled		= 0;
	session.PrivateOpen			= sv_privateClients->integer;
	session.PublicFilled		= (com_dedicated->integer ? 0 : 1);	// Non-dedicated server fills a slot
	session.PublicOpen			= sv_maxclients->integer - (session.PrivateOpen + session.PublicFilled);
	session.TotalPlayers		= session.PublicFilled;

	// Get current map index, and gametype
	int index = mapNameToIndex( sv_mapname->string );
	if (index == MAP_ARRAY_SIZE)
	{
		Com_Error( ERR_FATAL, "Bad map name: %s\n", sv_mapname->string );
	}
	session.CurrentMap = index;
	session.GameType = sv_gametype->integer;

	// Copy the host's gamertag to the session name
	XONLINE_USER* pHostAccount = XBL_GetUserInfo( XBL_GetSelectedAccountIndex() );
	WCHAR sessionName[XONLINE_GAMERTAG_SIZE] = { 0 };
	if ( pHostAccount )
	{
		charToWchar( sessionName, pHostAccount->szGamertag );
	}
	else
	{
		charToWchar( sessionName, "unknown" );
	}
	session.SetSessionName( sessionName );

	// All other game options:
	session.FriendlyFire	= g_friendlyFire.integer;
	session.JediMastery		= g_maxForceRank.integer;
	session.SaberOnly		= HasSetSaberOnly();
	session.Dedicated		= com_dedicated->integer;

	// Actually create the session. If we don't call Process immediately, it explodes
	HRESULT hr = session.Create();
	if (hr != S_OK)
	{
		Com_Error( ERR_DROP, "Failed to create session: 0x%x\n", hr );
	}

	do
	{
		if( !XBL_PumpLogon() )
			return;
		hr = session.Process();
	} while ( session.IsCreating() );

	// VVFIXME - Better error handling
	if ( !session.Exists() )
	{
		Com_Error( ERR_DROP, "Failed to create session #2: 0x%x\n", hr );
	}

	// Fix for a bug. Server was using Notification API before advertising, so for
	// the first few seconds, had the wrong sessionID, and thus couldn't invite.
	// Force an update now:
	XBL_F_CheckJoinableStatus( true );
}