137 lines
3.9 KiB
C++
137 lines
3.9 KiB
C++
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//===== Copyright <20> 1996-2009, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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//===========================================================================//
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#include "tier0/dbg.h"
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#include "tier0/icommandline.h"
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#include "tier1/strtools.h"
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#include "tier1/checksum_crc.h"
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#include "tier1/keyvalues.h"
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#include "tier1/utlbuffer.h"
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#include "tier2/tier2.h"
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#include "mathlib/mathlib.h"
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#include "const.h"
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#include "inetmsghandler.h"
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#include "appframework/iappsystemgroup.h"
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#include "matchmaking/imatchframework.h"
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#include <memdbgon.h>
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#ifdef _GAMECONSOLE
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class CMoviePlayer_IMatchEventsSubscription : public IMatchEventsSubscription
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{
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virtual void Subscribe( IMatchEventsSink *pSink ) {}
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virtual void Unsubscribe( IMatchEventsSink *pSink ) {}
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virtual void BroadcastEvent( KeyValues *pEvent ) { pEvent->deleteThis(); }
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virtual void RegisterEventData( KeyValues *pEventData ) {}
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virtual KeyValues * GetEventData( char const *szEventDataKey ) { return NULL; }
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}
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g_CMoviePlayer_IMatchEventsSubscription;
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class CMoviePlayer_MatchFramework : public CTier2AppSystem< IMatchFramework >
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{
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public:
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// Run frame of the matchmaking framework
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virtual void RunFrame() {}
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// Get matchmaking extensions
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virtual IMatchExtensions * GetMatchExtensions() { return NULL; }
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// Get events container
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virtual IMatchEventsSubscription * GetEventsSubscription() { return &g_CMoviePlayer_IMatchEventsSubscription; }
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// Get the matchmaking title interface
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virtual IMatchTitle * GetMatchTitle() { return NULL; }
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// Get the match session interface of the current match framework type
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virtual IMatchSession * GetMatchSession() { return NULL; }
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// Get the network msg encode/decode factory
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virtual IMatchNetworkMsgController * GetMatchNetworkMsgController() { return NULL; }
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// Get the match system
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virtual IMatchSystem * GetMatchSystem() { return NULL; }
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// Send the key values back to the server
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virtual void ApplySettings( KeyValues *keyValues) {}
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// Entry point to create session
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virtual void CreateSession( KeyValues *pSettings ) {}
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// Entry point to match into a session
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virtual void MatchSession( KeyValues *pSettings ) {}
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// Accept invite
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virtual void AcceptInvite( int iController );
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// Close the session
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virtual void CloseSession() {}
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virtual bool IsOnlineGame( void ) { return false; }
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// Called by the client to notify matchmaking that it should update matchmaking properties based
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// on player distribution among the teams.
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virtual void UpdateTeamProperties( KeyValues *pTeamProperties ) {}
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// IAppSystem
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public:
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// Here's where the app systems get to learn about each other
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virtual bool Connect( CreateInterfaceFn factory ) { return true; }
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virtual void Disconnect() {}
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// Here's where systems can access other interfaces implemented by this object
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// Returns NULL if it doesn't implement the requested interface
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virtual void *QueryInterface( const char *pInterfaceName ) { return NULL; }
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// Init, shutdown
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virtual InitReturnVal_t Init() { return INIT_OK; }
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virtual void Shutdown() {}
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}
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g_CMoviePlayer_MatchFramework;
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IMatchFramework *g_pMoviePlayer_MatchFramework = &g_CMoviePlayer_MatchFramework;
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void CMoviePlayer_MatchFramework::AcceptInvite( int iController )
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{
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#ifdef _X360
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// Collect our session data
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XINVITE_INFO inviteInfo = {0};
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DWORD dwError = XInviteGetAcceptedInfo( iController, &inviteInfo );
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if ( dwError != ERROR_SUCCESS )
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{
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return;
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}
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DWORD dwTitleIDrequired = 0;
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dwTitleIDrequired = 0x45410912; // PORTAL2 RETAIL ID
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if ( !dwTitleIDrequired )
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Error( "TitleID is not defined for game invite during movie!\n" );
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if ( dwTitleIDrequired && inviteInfo.dwTitleID != dwTitleIDrequired )
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return;
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// Store off the session ID and mark the invite as accepted internally
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XBX_SetInvitedUserId( iController );
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XBX_SetInvitedUserXuid( inviteInfo.xuidInvitee );
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XBX_SetInviteSessionId( inviteInfo.hostInfo.sessionID );
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#endif
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}
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#endif
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