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CnC_Renegade/Code/Commando/wolgmode.cpp

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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando *
* *
* $Archive:: /Commando/Code/Commando/wolgmode.cpp $*
* *
* $Author:: Steve_t $*
* *
* $Modtime:: 10/19/02 12:51p $*
* *
* $Revision:: 124 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "WOLGMode.h"
#include "GameData.h"
#include "GameChanList.h"
#include "GameChannel.h"
#include "GameInitMgr.h"
#include "WOLChatMgr.h"
#include "WOLBuddyMgr.h"
#include "WOLQuickMatch.h"
#include "WOLGameInfo.h"
#include "DlgWOLWait.h"
#include "DlgMessageBox.h"
#include "_globals.h"
#include "colors.h"
#include "cNetwork.h"
#include "GameResSend.h"
#include "PlayerManager.h"
#include "MessageWindow.h"
#include "natter.h"
#include "WWProfile.h"
#include "BandwidthCheck.h"
#include "WOLLoginProfile.h"
#include "DlgDownload.h"
#include "AutoStart.h"
#include "cpudetect.h"
#include "dx8wrapper.h"
#include "systeminfolog.h"
#include "registry.h"
#include "init.h"
#include "debug.h"
#include <WWOnline\WOLString.h>
#include <WWOnline\WOLProduct.h>
#include <WWOnline\WOLSession.h>
#include <WWOnline\WOLChannel.h>
#include <WWOnline\WaitCondition.h>
#include <WWOnline\WOLGame.h>
#include <WWOnline\WOLGameOptions.h>
#include <WWOnline\WOLPageMsg.h>
#include <WWOnline\WOLLadder.h>
#include <WWOnline\WOLConnect.h>
#include <WWOnline\WOLServer.h>
#include <WWOnline\PingProfile.h>
#include <WWAudio\WWAudio.h>
#include <WWLib\RealCRC.h>
#include "String_IDs.h"
#include <WWTranslateDB\TranslateDB.h>
#include <WWDebug\WWDebug.h>
#include <WWDebug\WWProfile.h>
#include "specialbuilds.h"
#include "slavemaster.h"
#include "sctextobj.h"
#include "mainloop.h"
using namespace WWOnline;
// Check for patches every five minutes
#define PATCH_CHECK_FREQUENCY (1000 * 5)
const int RENEGADE_GAMECODE = 12;
const wchar_t* RENEGADE_LOBBY_PASSWORD = L"not_a_valid_password"; // Password removed per Security review requirements. LFeenanEA - 27th January 2025
const wchar_t* _cdecl Translate_WOLString(const char* token)
{
if (token) {
StringClass desc(80, true);
desc.Format("IDS_%s", token);
const WCHAR* text = TRANSLATE_BY_DESC(desc);
#ifdef WWDEBUG
if (STRING_NOT_FOUND == text) {
WWDEBUG_SAY(("ERROR: WOL String '%s' not found!\n", token));
return L"WOL_NO_STRING";
}
#endif
return text;
}
WWDEBUG_SAY(("WARNING: WOL_xxxx token is NULL\n"));
return L"WOL_BADSTRING";
}
/******************************************************************************
*
* NAME
* WolGameModeClass::WolGameModeClass
*
* DESCRIPTION
* Constructor
*
* INPUTS
* NONE
*
* RESULT
* NONE
*
******************************************************************************/
WolGameModeClass::WolGameModeClass() :
mWOLChatMgr(NULL),
mWOLBuddyMgr(NULL),
mGameInProgress(false),
mQuietMode(false),
mConnected(false),
mLastPatchCheckTime(0),
mStartQuitProcessTime(0),
mPatchAvailable(false),
mMonitorConnection(false)
{
WWDEBUG_SAY(("WOLGameModeClass Instantiated\n"));
WOLString::SetLookupFunc(Translate_WOLString);
}
/******************************************************************************
*
* NAME
* WolGameModeClass::~WolGameModeClass
*
* DESCRIPTION
* Destructor
*
* INPUTS
* NONE
*
* RESULT
* NONE
*
******************************************************************************/
WolGameModeClass::~WolGameModeClass()
{
WWDEBUG_SAY(("WOLGameModeClass Destroyed\n"));
}
/******************************************************************************
*
* NAME
* WolGameModeClass::Init
*
* DESCRIPTION
* Activate Westwood Online game mode
*
* INPUTS
* NONE
*
* RESULT
* NONE
*
******************************************************************************/
void WolGameModeClass::Init(void)
{
WWDEBUG_SAY(("WolGameModeClass Init\n"));
// Check if product is already initialized
RefPtrConst<Product> product = Product::Current();
if (!product.IsValid()) {
Product::Initializer(APPLICATION_SUB_KEY_NAME, RENEGADE_GAMECODE, RENEGADE_LOBBY_PASSWORD, RENEGADE_BASE_SKU);
}
mWOLSession = Session::GetInstance(true);
if (mWOLSession.IsValid()) {
mWOLSession->EnableProgressiveChannelList(true);
mWOLSession->SetAutoRequestFlags(REQUEST_NONE);
Observer<LadderInfoEvent>::NotifyMe(*mWOLSession);
mWOLBuddyMgr = WOLBuddyMgr::GetInstance(true);
WWASSERT_PRINT(mWOLBuddyMgr, "WOLBuddyManager failed to instantiate.");
mWOLChatMgr = WOLChatMgr::GetInstance(true);
WWASSERT_PRINT(mWOLChatMgr, "WOLChatMgr failed to instantiate.");
WOLNATInterface.Init();
LoginProfile::EnableSaving(mWOLSession->IsStoreLoginAllowed());
}
mQuickMatch = NULL;
mTheGame = NULL;
}
/******************************************************************************
*
* NAME
* WolGameModeClass::Shutdown
*
* DESCRIPTION
* Deactivate Westwood Online game mode.
*
* INPUTS
* NONE
*
* RESULT
* NONE
*
******************************************************************************/
void WolGameModeClass::Shutdown(void)
{
WWDEBUG_SAY(("WolGameModeClass Shutdown\n"));
if (mWOLSession.IsValid()) {
WOLNATInterface.Shutdown();
RefPtr<WaitCondition> logoutWait = mWOLSession->Logout();
WWASSERT(logoutWait.IsValid());
DlgWOLWait::DoDialog(IDS_WOL_LOGOFF, logoutWait);
}
if (mWOLBuddyMgr) {
mWOLBuddyMgr->Release_Ref();
mWOLBuddyMgr = NULL;
}
if (mWOLChatMgr) {
mWOLChatMgr->Release_Ref();
mWOLChatMgr = NULL;
}
// Release current profile.
LoginProfile::SetCurrent(NULL);
LoginInfo::ClearList();
mMonitorConnection = false;
mWOLSession.Release();
}
/******************************************************************************
*
* NAME
* WolGameModeClass::Think
*
* DESCRIPTION
* Periodic processing; called once each game loop.
*
* INPUTS
* NONE
*
* RESULT
* NONE
*
******************************************************************************/
void WolGameModeClass::Think(void)
{
WWPROFILE("WOL Think");
static unsigned long _last_auto_kick = 0;
static unsigned long _kick_history_persist_time = 1000 * 60 * 60;
unsigned long time = TIMEGETTIME();
//---------------------------------------------------------------------------
// Yield time to WWOnline
//---------------------------------------------------------------------------
if (mWOLSession.IsValid()) {
mWOLSession->Process();
}
//---------------------------------------------------------------------------
// Periodically update quickmatch bot with recent server information
//---------------------------------------------------------------------------
if (mGameInProgress) {// && mQuickMatch) {
unsigned long theTime = TIMEGETTIME();
if (theTime >= mSendServerInfoTime) {
//mSendServerInfoTime = (theTime + (120 * 1000));
//
// Try to help with hacks by updating the topic more frequently. Grrrr.
//
mSendServerInfoTime = (theTime + (20 * 1000));
RefPtr<ChannelData> channel = mWOLSession->GetCurrentChannel();
Update_Channel_Settings(mTheGame, channel);
mWOLSession->SendChannelTopic();
if (mQuickMatch) {
const char* exInfo = channel->GetExtraInfo();
const char* topic = channel->GetTopic();
mQuickMatch->SendServerInfo(exInfo, topic);
}
}
}
//---------------------------------------------------------------------------
// Autokick
//---------------------------------------------------------------------------
if (mGameInProgress && (time - _last_auto_kick > 2000 || time < _last_auto_kick)) {
_last_auto_kick = time;
Auto_Kick();
//
// Check for deadbeat channel lurkers.
//
if (cNetwork::I_Am_Server() && mGameInProgress) {
unsigned long time = TIMEGETTIME();
//
// Clear out old kicklist entries.
//
for (int i = IdleKickNameList.Count() - 1 ; i >= 0 ; i--) {
if (time - IdleKickTimeList[i] > _kick_history_persist_time || time < IdleKickTimeList[i]) {
IdleKickTimeList.Delete(i);
IdleKickNameList.Delete(i);
}
}
const UserList& userList = mWOLSession->GetUserList();
const unsigned int count = userList.size();
for (unsigned int index = 0; index < count; index++) {
const RefPtr<UserData>& user = userList[index];
WWASSERT(user.IsValid());
if (user.IsValid()) {
//
// Make sure it's not me.
//
const RefPtr<LoginInfo>& login = mWOLSession->GetCurrentLogin();
WideStringClass myname;
if (login.IsValid()) {
myname = login->GetNickname();
}
if (myname.Compare_No_Case(user->GetName())) {
//
// Handle timer wrap.
//
if (time < user->mKickTimer) {
user->mKickTimer = time;
}
if (!cPlayerManager::Find_Player(user->GetName())) {
if (time - user->mKickTimer > 120 * 1000) {
StringClass tempstr;
user->GetName().Convert_To(tempstr);
WWDEBUG_SAY(("Kicking '%s' for sitting in the channel while not in the game\n", tempstr.Peek_Buffer()));
mWOLSession->KickUser(user->GetName());
user->mKickTimer += 10*1000;
//
// If he's already been kicked for this recently then ban him.
//
int chances = 3;
for (int i=0 ; i < IdleKickNameList.Count() ; i++) {
if (IdleKickNameList[i].Compare_No_Case(tempstr) == 0) {
chances--;
if (chances == 0) {
mWOLSession->BanUser(user->GetName(), true);
WWDEBUG_SAY(("Banning '%s' for being kicked too often.\n", tempstr.Peek_Buffer()));
break;
}
}
}
if (chances > 0) {
WWDEBUG_SAY(("'%s' not banned - %d chances left.\n", tempstr.Peek_Buffer(), chances));
StringClass stringy(user->GetName());
IdleKickNameList.Add(stringy);
IdleKickTimeList.Add(TIMEGETTIME());
}
}
} else {
user->mKickTimer = time;
}
}
}
}
}
}
//---------------------------------------------------------------------------
// Check for restart conditions.
//---------------------------------------------------------------------------
if (mMonitorConnection) {
// Check for a pending restart for a new patch.
if ((mPatchAvailable || !mConnected) && mStartQuitProcessTime) {
if (time - mStartQuitProcessTime > 1000 * 4) {
if (SlaveMaster.Am_I_Slave()) {
Set_Exit_On_Exception(true);
cGameData::Set_Manual_Exit(true);
} else {
Quit_And_Restart();
}
return;
}
}
// Check for patches.
// This doesn't work because you can't get a server list without also doing a complete reset of wolapi.
#if (0)
if (time - mLastPatchCheckTime > PATCH_CHECK_FREQUENCY) {
mLastPatchCheckTime = time;
if (mWOLSession.IsValid()) {
#ifdef WWDEBUG
bool success =
#endif //WWDEBUG
mWOLSession->RequestServerList(true);
WWASSERT(success);
}
}
#endif //(0)
// If we have lost connection and the number of players drops to zero then we can quit.
if (mMonitorConnection && !mConnected) {
if (The_Game() && The_Game()->Get_Time_Limit_Minutes()) {
if (cPlayerManager::Count() == 0) {
Quit_And_Restart();
}
}
}
}
// Firewall code service.
WOLNATInterface.Service();
}
/******************************************************************************
*
* NAME
* WolGameModeClass::System_Timer_Reset
*
* DESCRIPTION
* Reset any internal variables as needed when the system timer resets.
*
* INPUTS
* NONE
*
* RESULT
* NONE
*
******************************************************************************/
void WolGameModeClass::System_Timer_Reset(void)
{
mSendServerInfoTime = (TIMEGETTIME() + (120 * 1000));
}
/******************************************************************************
*
* NAME
* WolGameModeClass::Create_Game
*
* DESCRIPTION
* Perform necessary game creation tasks for WWOnline.
* NOTE: This should only be called by game hosts.
*
* INPUTS
* Game - Instance of game to create for Westwood Online.
*
* RESULT
* NONE
*
******************************************************************************/
void WolGameModeClass::Create_Game(cGameData* theGame)
{
WWDEBUG_SAY(("WolGameModeClass::Create_Game\n"));
if (theGame) {
mTheGame = theGame;
mGameID = 0;
mGameInProgress = false;
//-------------------------------------------------------------------------
// Create and initialize channel for the new game.
//-------------------------------------------------------------------------
const WideStringClass& name = theGame->Get_Owner();
const wchar_t* password = theGame->Get_Password();
WWDEBUG_SAY(("Creating game channel '%S' Password: '%S'\n", (const WCHAR*)name, password));
RefPtrConst<Product> product = Product::Current();
WWASSERT(product.IsValid());
int gameCode = product->GetGameCode();
RefPtr<ChannelData> channel = ChannelData::Create(name, password, gameCode);
WWASSERT(channel.IsValid());
// Export channel settings for the game.
Update_Channel_Settings(theGame, channel);
//-------------------------------------------------------------------------
// Request WWOnline channel creation
//-------------------------------------------------------------------------
mChannelCreateSuccessFlag = false;
RefPtr<WaitCondition> createWait = mWOLSession->CreateChannel(channel, password);
WWASSERT(createWait.IsValid());
DlgWOLWait::DoDialog(IDS_GAME_CREATECHANNEL, createWait, this, 0, mQuietMode ? 0xffffffff : 0);
}
}
/******************************************************************************
*
* NAME
* WolGameModeClass::Leave_Game
*
* DESCRIPTION
* Leave WWOnline game
*
* INPUTS
* NONE
*
* RESULT
* NONE
*
******************************************************************************/
void WolGameModeClass::Leave_Game(void)
{
WWDEBUG_SAY(("WolGameModeClass::Leave_Game\n"));
// Stop listening WOLSession notifications.
Observer<GameOptionsMessage>::StopObserving();
Observer<ChannelEvent>::StopObserving();
Observer<UserEvent>::StopObserving();
Observer<ServerError>::StopObserving();
Observer<ConnectionStatus>::StopObserving();
// Shutdown quickmatch
if (mQuickMatch) {
mQuickMatch->Release_Ref();
mQuickMatch = NULL;
}
// Leave the game channel.
if (mTheGame) {
WWASSERT(mWOLSession.IsValid());
RefPtr<WaitCondition> wait = mWOLSession->LeaveChannel();
WWASSERT(wait.IsValid());
DlgWOLWait::DoDialog(IDS_GAME_LEAVECHANNEL, wait);
}
mTheGame = NULL;
mGameID = 0;
mGameInProgress = false;
}
/******************************************************************************
*
* NAME
* WolGameModeClass::Start_Game
*
* DESCRIPTION
* Start of game processing. This is performed by both the host and clients
* at the begining of each game.
*
* INPUTS
* Game - Instance of game starting
*
* RESULT
* NONE
*
******************************************************************************/
void Get_Compact_Detail_String(StringClass& tmp);
void WolGameModeClass::Start_Game(cGameData* theGame)
{
WWDEBUG_SAY(("WolGameModeClass::Start_Game\n"));
// The game host (server) is responsible for obtaining the game ID
if (cNetwork::I_Am_Server()) {
WWASSERT(theGame == mTheGame && "Start_Game cGameData* mismatch");
// Re-evaluate the clans in this game.
Evaluate_Clans(theGame);
//-------------------------------------------------------------------------
// Update the channel settings for the new game.
//-------------------------------------------------------------------------
RefPtr<ChannelData> channel = mWOLSession->GetCurrentChannel();
WWASSERT(channel.IsValid());
Update_Channel_Settings(theGame, channel);
// Send the chat server the new channel settings.
mWOLSession->SendChannelExtraInfo();
mWOLSession->SendChannelTopic();
if (mQuickMatch) {
const char* exInfo = channel->GetExtraInfo();
const char* topic = channel->GetTopic();
mQuickMatch->SendServerInfo(exInfo, topic);
}
// Reset timer to send server information for quickmatch
mSendServerInfoTime = (TIMEGETTIME() + (120 * 1000));
//-------------------------------------------------------------------------
// Get WWOnline game id for this game.
//-------------------------------------------------------------------------
const WideStringClass& name = theGame->Get_Owner();
UserList players;
RefPtr<UserData> user = mWOLSession->FindUser(name);
players.push_back(user);
RefPtr<WaitCondition> wait = GameStartWait::Create(players, &Game_Start_Timeout_Callback);
WWASSERT(wait.IsValid());
Observer<GameStartEvent>::NotifyMe(*mWOLSession);
DlgWOLWait::DoDialog(TRANSLATE (IDS_MENU_STARTING_WOL_GAME), wait, NULL, 0, mQuietMode ? 0xffffffff : 0);
if (The_Game() && The_Game()->IsDedicated.Is_True()) {
mConnected = true;
mLastPatchCheckTime = TIMEGETTIME();
mStartQuitProcessTime = 0;
mMonitorConnection = true;
Observer<ServerError>::NotifyMe(*mWOLSession);
Observer<ConnectionStatus>::NotifyMe(*mWOLSession);
}
} else {
mTheGame = theGame;
}
// Prevent the page dialog from showing while we are playing the game.
// We will handle the displaying of pages and invitations within the game
// messaging system.
mWOLBuddyMgr->HidePagedDialog();
Observer<WOLPagedEvent>::NotifyMe(*mWOLBuddyMgr);
// Listen to events from WOLSession
Observer<ChannelEvent>::NotifyMe(*mWOLSession);
Observer<UserEvent>::NotifyMe(*mWOLSession);
mGameInProgress = true;
}
/******************************************************************************
*
* NAME
* WolGameModeClass::End_Game
*
* DESCRIPTION
* Do end of game processing.
*
* INPUTS
* NONE
*
* RESULT
* NONE
*
******************************************************************************/
void WolGameModeClass::End_Game(void)
{
if (mGameInProgress) {
WWDEBUG_SAY(("WolGameModeClass::End_Game\n"));
// The server sends the end of game results
if (mTheGame) {
if (cNetwork::I_Am_Server()) {
SendGameResults(mGameID, mTheGame, cPlayerManager::Get_Player_Object_List());
mWOLSession->GetChatObject()->RequestGameEnd();
//
// Re-read the ban list.
//
KickNameList.Delete_All();
KickIPList.Delete_All();
Read_Kick_List();
} else {
#ifdef BETACLIENT
// Jani do stuff here (send client system information string)
StringClass info(255, true);
info = "SYSINFO:";
info += CPUDetectClass::Get_Compact_Log();
info += DX8Wrapper::Get_Current_Caps()->Get_Compact_Log();
StringClass tmp(255,true);
Get_Compact_Detail_String(tmp);
info += tmp;
PlayerInfoLog::Get_Compact_Log(tmp);
info += tmp;
SystemInfoLog::Get_Compact_Log(tmp);
info += tmp;
BandwidthCheckerClass::Get_Compact_Log(tmp);
info += tmp;
WOLNATInterface.Get_Compact_Log(tmp);
info += tmp;
WWDEBUG_SAY(("Sending compact log: %s\n", info.Peek_Buffer()));
mWOLSession->SendPrivateGameOptions(mTheGame->Get_Owner(), info);
#endif // BETACLIENT
}
}
// Allow the page dialog to show while we are no longer playing the game.
Observer<WOLPagedEvent>::StopObserving();
mWOLBuddyMgr->ShowPagedDialog();
mGameID = 0;
mGameInProgress = false;
}
}
/***********************************************************************************************
* WolGameModeClass::Post_Game_Check -- Call when game is about to cycle. *
* *
* *
* *
* INPUT: Nothing *
* *
* OUTPUT: True if cycle should be aborted *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 11/7/2001 6:07PM ST : Created *
*=============================================================================================*/
bool WolGameModeClass::Post_Game_Check(void)
{
bool retval = false;
if (mMonitorConnection && !mConnected) {
Quit_And_Restart();
retval = true;
}
mMonitorConnection = false;
return(retval);
}
/******************************************************************************
*
* NAME
* WolGameModeClass::Accept_Actions
*
* DESCRIPTION
*
* INPUTS
* Game - Instance of game joining
*
* RESULT
* NONE
*
******************************************************************************/
void WolGameModeClass::Accept_Actions(void)
{
WWDEBUG_SAY(("WolGameModeClass::Accept_Actions\n"));
}
/******************************************************************************
*
* NAME
* WolGameModeClass::Refusal_Actions
*
* DESCRIPTION
*
* INPUTS
* Game - Instance of game joining
*
* RESULT
* NONE
*
******************************************************************************/
void WolGameModeClass::Refusal_Actions(void)
{
WWDEBUG_SAY(("WolGameModeClass::Refusal_Actions\n"));
// If the client's request to join the game was refused then we need to make
// sure we leave the host's channel.
RefPtr<WaitCondition> wait = mWOLSession->LeaveChannel();
DlgWOLWait::DoDialog(IDS_GAME_LEAVECHANNEL, wait);
}
/******************************************************************************
*
* NAME
* WolGameModeClass::Evaluate_Clans
*
* DESCRIPTION
*
* INPUTS
* Game - Instance of game.
*
* RESULT
* NONE
*
******************************************************************************/
void WolGameModeClass::Evaluate_Clans(cGameData* theGame)
{
if (theGame && cNetwork::I_Am_Server()) {
theGame->Clear_Clans();
if (theGame->IsClanGame.Is_True()) {
WWDEBUG_SAY(("CLANS: Evaluating clan assignments\n"));
// If the host is a member of a clan then his clan takes a slot
RefPtr<UserData> host = mWOLSession->GetCurrentUser();
if (host.IsValid()) {
unsigned long hostClanID = host->GetSquadID();
theGame->Set_Clan(0, hostClanID);
WWDEBUG_SAY(("CLANS: Assigning slot 0 to '%S' (host) clan #%lu\n", (const WCHAR*)host->GetName(), hostClanID));
}
// Determine which clans are in the game.
const UserList& userList = mWOLSession->GetUserList();
const unsigned int count = userList.size();
for (unsigned int index = 0; index < count; ++index) {
const RefPtr<UserData>& user = userList[index];
WWASSERT(user.IsValid());
unsigned long userClanID = user->GetSquadID();
if (userClanID != 0) {
// If the clan is not already assigned then assign this clan to the next slot.
if (!theGame->Is_Clan_Competing(userClanID)) {
int slot = theGame->Find_Free_Clan_Slot();
WWASSERT(slot != -1 && "More clans in game than slots available");
if (slot != -1) {
WWDEBUG_SAY(("CLANS: Assigning slot %d to clan #%lu\n", slot, userClanID));
theGame->Set_Clan(slot, userClanID);
}
}
}
}
// Force server information to be resent.
mSendServerInfoTime = 0;
}
}
}
/******************************************************************************
*
* NAME
* WolGameModeClass::Update_Channel_Settings
*
* DESCRIPTION
*
* INPUTS
* NONE
*
* RESULT
* NONE
*
******************************************************************************/
void WolGameModeClass::Update_Channel_Settings(cGameData* theGame, const RefPtr<ChannelData>& channel)
{
WWASSERT(theGame != NULL);
WWASSERT(channel.IsValid());
if (theGame && channel.IsValid()) {
WOLGameInfo gameInfo(*theGame);
gameInfo.ExportToChannel(channel);
// Quickmatch settings are appended to the channel topic
if (theGame->Is_QuickMatch_Server()) {
//---------------------------------------------------------------------------
// Get average FPS of game (Capped at 255 fps)
//---------------------------------------------------------------------------
unsigned long fps = TimeManager::Get_Average_Frame_Rate();
fps = min<unsigned long>(fps, 255);
int numPlayers = theGame->Get_Current_Players();
int avgPing = cPlayerManager::Get_Average_Ping();
avgPing = min<int>(avgPing, UCHAR_MAX);
unsigned short avgPoints = cPlayerManager::Get_Average_WOL_Points();
int avgPlayed = cPlayerManager::Get_Average_Games_Played();
avgPlayed = min<int>(avgPlayed, USHRT_MAX);
// Quickmatch settings format is: |fps,mode,avg_ping,avg_rank,num_players
const char* topic = channel->GetTopic();
char newTopic[81];
sprintf(newTopic, "%s|%02lx%02x%04x%04x%c", topic, fps, avgPing, avgPoints,
avgPlayed, (32 + numPlayers));
channel->SetTopic(newTopic);
}
}
}
/******************************************************************************
*
* NAME
* WolGameModeClass::Init_WOL_Player
*
* DESCRIPTION
*
* INPUTS
* Player - Set players WOL settings.
*
* RESULT
* NONE
*
******************************************************************************/
void WolGameModeClass::Init_WOL_Player(cPlayer* player)
{
if (player) {
RefPtr<UserData> user = mWOLSession->FindUser(player->Get_Name());
if (user.IsValid()) {
RefPtr<LadderData> ladder = user->GetTeamLadder();
if (ladder.IsValid()) {
player->Set_WOL_Points(ladder->GetPoints());
player->Set_Wol_Rank(ladder->GetRung());
player->Set_Num_Wol_Games(ladder->GetReserved2());
return;
}
}
// Ladder points start at 10000 and vary up or down depending on the players
// performance.
player->Set_WOL_Points(10000);
// Ranking of -1 indicates that the player doesn't have a rank.
player->Set_Wol_Rank(-1);
player->Set_Num_Wol_Games(0);
}
}
/******************************************************************************
*
* NAME
* WolGameModeClass::Get_WOL_User_Data
*
* DESCRIPTION
*
* INPUTS
* Player - Name of player to find.
*
* RESULT
* User - WWOnline user data
*
******************************************************************************/
RefPtr<UserData> WolGameModeClass::Get_WOL_User_Data(const wchar_t* name)
{
return mWOLSession->FindUser(name);
}
/******************************************************************************
*
* NAME
* WolGameModeClass::Page_WOL_User
*
* DESCRIPTION
*
* INPUTS
* User - Name of user to page.
* Message - Message to send to user.
*
* RESULT
* NONE
*
******************************************************************************/
void WolGameModeClass::Page_WOL_User(const wchar_t* name, const wchar_t* msg)
{
if (name && (wcslen(name) > 0) && msg && (wcslen(msg) > 0)) {
mWOLSession->PageUser(name, msg);
WideStringClass message(0, true);
message.Format(TRANSLATE(IDS_GAME_PAGING), name, msg);
CombatManager::Get_Message_Window()->Add_Message(message, COLOR_CONSOLE_TEXT);
}
}
/******************************************************************************
*
* NAME
* WolGameModeClass::Reply_Last_Page
*
* DESCRIPTION
* Send a reply message to the last user who paged.
*
* INPUTS
*
* RESULT
* NONE
*
******************************************************************************/
void WolGameModeClass::Reply_Last_Page(const wchar_t* msg)
{
if (msg && (wcslen(msg) > 0)) {
const WCHAR* pager = mWOLBuddyMgr->GetLastPagersName();
if (pager && (wcslen(pager) > 0)) {
mWOLBuddyMgr->PageUser(pager, msg);
WideStringClass message(0, true);
message.Format(TRANSLATE(IDS_GAME_PAGE_REPLYING), pager, msg);
CombatManager::Get_Message_Window()->Add_Message(message, COLOR_CONSOLE_TEXT);
} else {
CombatManager::Get_Message_Window()->Add_Message(TRANSLATE(IDS_GAME_PAGE_REPLY_CANT), COLOR_CONSOLE_TEXT);
}
}
}
/******************************************************************************
*
* NAME
* WolGameModeClass::Locate_WOL_User
*
* DESCRIPTION
*
* INPUTS
* User - Name of user to locate.
*
* RESULT
* NONE
*
******************************************************************************/
void WolGameModeClass::Locate_WOL_User(const wchar_t* name)
{
if (name && wcslen(name) > 0) {
mWOLSession->RequestLocateUser(name);
WideStringClass message(0, true);
message.Format(TRANSLATE(IDS_GAME_LOCATING_USER), name);
CombatManager::Get_Message_Window()->Add_Message(message, COLOR_CONSOLE_TEXT);
}
}
/******************************************************************************
*
* NAME
* WolGameModeClass::Invite_WOL_User
*
* DESCRIPTION
*
* INPUTS
* User - Name of user to locate.
*
* RESULT
* NONE
*
******************************************************************************/
void WolGameModeClass::Invite_WOL_User(const wchar_t* name, const wchar_t* msg)
{
if (name && wcslen(name)) {
cPlayer* player = cPlayerManager::Find_Player(name);
if (player) {
WideStringClass message(0, true);
message.Format(TRANSLATE (IDS_MENU_ALREADY_IN_GAME), name);
CombatManager::Get_Message_Window()->Add_Message(message, COLOR_INVITE_TEXT);
WWAudioClass::Get_Instance()->Create_Instant_Sound("Private_Message", Matrix3D(1));
} else {
mWOLBuddyMgr->InviteUser(name, msg);
WideStringClass message(0, true);
message.Format(TRANSLATE(IDS_GAME_INVITING_USER), name);
CombatManager::Get_Message_Window()->Add_Message(message, COLOR_CONSOLE_TEXT);
}
}
}
/******************************************************************************
*
* NAME
* WolGameModeClass::Join_WOL_User
*
* DESCRIPTION
*
* INPUTS
* User - Name of user to join.
*
* RESULT
* NONE
*
******************************************************************************/
void WolGameModeClass::Join_WOL_User(const wchar_t* name)
{
// If the name is valid and it is not me
if (name && wcslen(name) && !mWOLSession->IsCurrentUser(name)) {
cPlayer* player = cPlayerManager::Find_Player(name);
if (player) {
WideStringClass message(0, true);
message.Format(TRANSLATE(IDS_MENU_YOURE_ALREADY_IN_GAME), name);
CombatManager::Get_Message_Window()->Add_Message(message, COLOR_INVITE_TEXT);
WWAudioClass::Get_Instance()->Create_Instant_Sound("Private_Message", Matrix3D(1));
} else {
RefPtr<UserData> user = UserData::Create(name);
mWOLBuddyMgr->JoinUser(user);
WideStringClass message(0, true);
message.Format(TRANSLATE(IDS_GAME_JOINING_USER), name);
CombatManager::Get_Message_Window()->Add_Message(message, COLOR_CONSOLE_TEXT);
}
}
}
/******************************************************************************
*
* NAME
* WolGameModeClass::Kick_Player
*
* DESCRIPTION
* Kick a player from the game. Players kicked from a game are also banned
* from rejoining that game. Note: This is only allowed by game server hosts.
*
* INPUTS
* Player - Name of player to kick from the game.
*
* RESULT
* NONE
*
******************************************************************************/
bool WolGameModeClass::Kick_Player(const wchar_t* name)
{
// If the name is not NULL. we are the server and the player to kick is
// not ourself then proceed with the kick.
if (name && (wcslen(name) > 0)) {
if (cNetwork::I_Am_Server() && !mWOLSession->IsCurrentUser(name)) {
mWOLSession->KickUser(name);
mWOLSession->BanUser(name, true);
// Disconnect the player from the server
WideStringClass playername(0, true);
playername = name;
cPlayer* player = cPlayerManager::Find_Player(playername);
if (player && player->Is_Human()) {
WideStringClass message(0, true);
message.Format(TRANSLATE(IDS_GAME_KICKING_USER), name);
CombatManager::Get_Message_Window()->Add_Message(message, COLOR_CONSOLE_TEXT);
int playerID = player->Get_Id();
cNetwork::Server_Kill_Connection(playerID);
cNetwork::Cleanup_After_Client(playerID);
return(true);
}
}
WideStringClass message(0, true);
message.Format(TRANSLATE(IDS_GAME_KICKING_NOT_ALLOWED), name);
CombatManager::Get_Message_Window()->Add_Message(message, COLOR_CONSOLE_TEXT);
}
return(false);
}
/***********************************************************************************************
* WolGameModeClass::Ban_Player -- Add player to ban list *
* *
* *
* *
* INPUT: Player name *
* *
* OUTPUT: Nothing *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 8/8/2002 4:33PM ST : Created *
*=============================================================================================*/
void WolGameModeClass::Ban_Player(const wchar_t* name, unsigned long ip)
{
// If the name is not NULL. we are the server and the player to kick is
// not ourself then proceed with the kick.
if (name && cNetwork::I_Am_Server() && !mWOLSession->IsCurrentUser(name)) {
Kick_Player(name);
WideStringClass playername(0, true);
playername = name;
StringClass pn;
playername.Convert_To(pn);
if (!Is_Banned(pn, ip)) {
KickNameList.Add(pn);
KickIPList.Add(ip);
char ipstr[128];
pn += ":";
unsigned char *ip_ptr = (unsigned char*)&ip;
sprintf(ipstr, "%u.%u.%u.%u\n", (unsigned int)ip_ptr[0], (unsigned int)ip_ptr[1], (unsigned int)ip_ptr[2], (unsigned int)ip_ptr[3]);
pn += ipstr;
FILE *kick_list = fopen("wolbanlist.txt", "at");
if (kick_list != NULL) {
fwrite(pn.Peek_Buffer(), 1, pn.Get_Length(), kick_list);
fclose(kick_list);
}
DynamicVectorClass<unsigned long> KickIPList;
}
}
}
/***********************************************************************************************
* WolGameModeClass::Auto_Kick -- Kick any banned users from the game *
* *
* *
* *
* INPUT: Nothing *
* *
* OUTPUT: Nothing *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 8/8/2002 9:24PM ST : Created *
*=============================================================================================*/
void WolGameModeClass::Auto_Kick(void)
{
if (cNetwork::I_Am_Server()) {
cPlayer *player = NULL;
for (SLNode<cPlayer> *player_node = cPlayerManager::Get_Player_Object_List()->Head() ; player_node != NULL; player_node = player_node->Next()) {
player = player_node->Data();
if (player->Is_Active()) {
if (!mWOLSession->IsCurrentUser(player->Get_Name())) {
StringClass player_name(player->Get_Name());
if (Is_Banned(player_name, player->Get_Ip_Address())) {
Kick_Player(player->Get_Name());
}
}
}
}
}
}
/***********************************************************************************************
* WolGameModeClass::Is_Banned -- Is this player banned from our WOL server? *
* *
* *
* *
* INPUT: Player name *
* IP Address *
* *
* OUTPUT: Nothing *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 8/8/2002 9:14PM ST : Created *
*=============================================================================================*/
bool WolGameModeClass::Is_Banned(const char *player_name, unsigned long ip)
{
int i;
if (KickNameList.Count() == 0) {
Read_Kick_List();
}
for (i=0 ; i<KickNameList.Count() ; i++) {
if (stricmp(player_name, KickNameList[i].Peek_Buffer()) == 0) {
return(true);
}
}
for (i=0 ; i<KickIPList.Count() ; i++) {
if (KickIPList[i] == ip) {
return(true);
}
}
return(false);
}
/***********************************************************************************************
* WolGameModeClass::Read_Kick_List -- Read the list of autokick players *
* *
* *
* *
* INPUT: Nothing *
* *
* OUTPUT: Nothing *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 8/8/2002 9:14PM ST : Created *
*=============================================================================================*/
void WolGameModeClass::Read_Kick_List(void)
{
FILE *kick_list = fopen("wolbanlist.txt", "rt");
if (kick_list) {
int i = 0;
bool eof = false;
char temp[256];
while (!eof) {
for (i=0 ; i<256 ; i++) {
if (fread(&temp[i], 1, 1, kick_list) == 0) {
eof = true;
break;
}
if (temp[i] == '\n') {
break;
}
}
if (i > 10) {
temp[i + 1] = 0;
char *colon_ptr = strchr(temp, ':');
if (colon_ptr) {
*colon_ptr = 0;
KickNameList.Add(temp);
unsigned long ip = inet_addr(colon_ptr + 1);
KickIPList.Add(ip);
}
}
}
fclose(kick_list);
}
}
/******************************************************************************
*
* NAME
* WolGameModeClass::HandleNotification(ChannelEvent)
*
* DESCRIPTION
*
* INPUTS
* Event -
*
* RESULT
* NONE
*
******************************************************************************/
void WolGameModeClass::HandleNotification(ChannelEvent& event)
{
// This user has been kicked from the game.
if (ChannelKicked == event.GetStatus()) {
WWDEBUG_SAY(("WolGameModeClass Player Kicked!\n"));
mGameInProgress = false;
GameInitMgrClass::End_Game();
GameInitMgrClass::Display_End_Game_Menu();
DlgMsgBox::DoDialog(TRANSLATE(IDS_MENU_SERVER_MESSAGE_TITLE), TRANSLATE (IDS_MENU_SERVER_KICKED_MESSAGE));
}
}
/******************************************************************************
*
* NAME
* WolGameModeClass::HandleNotification(UserEvent)
*
* DESCRIPTION
*
* INPUTS
* Event -
*
* RESULT
* NONE
*
******************************************************************************/
void WolGameModeClass::HandleNotification(UserEvent& event)
{
switch (event.GetEvent()) {
// A user has been kicked from the game.
case UserEvent::Kicked: {
WideStringClass message(0, true);
message.Format(TRANSLATE(IDS_MENU_PLAYER_KICKED_MESSAGE), event.Subject()->GetName());
CombatManager::Get_Message_Window()->Add_Message(message, COLOR_PUBLIC_TEXT);
WWAudioClass::Get_Instance()->Create_Instant_Sound("Public_Message", Matrix3D(1));
}
break;
case UserEvent::Located: {
const RefPtr<UserData>& user = event.Subject();
// Get the description of the user's location
WideStringClass location(64, true);
WOLBuddyMgr::GetLocationDescription(user, location);
// Build a string containing the user's name
WideStringClass message(0, true);
message.Format(TRANSLATE(IDS_CHAT_LOCATEDUSER), user->GetName());
message += L" - ";
message += location;
CombatManager::Get_Message_Window()->Add_Message(message, COLOR_PRIVATE_TEXT);
WWAudioClass::Get_Instance()->Create_Instant_Sound("Private_Message", Matrix3D(1));
}
break;
case UserEvent::LadderInfo:
if (mTheGame) {
const RefPtr<UserData>& user = event.Subject();
cPlayer* player = cPlayerManager::Find_Player(user->GetName());
Init_WOL_Player(player);
}
break;
case UserEvent::Join:
if (mTheGame && cNetwork::I_Am_Server()) {
const RefPtr<UserData>& user = event.Subject();
bool requestDetails = true;
// If the user is joining a clan game.
if (mTheGame->IsClanGame.Is_True()) {
WWDEBUG_SAY(("CLANS: User join clan assignment\n"));
unsigned long userClanID = user->GetSquadID();
WWASSERT(userClanID != 0 && "User not in a clan");
// If the game is open to a new clan then assign the user to a
// participating clan or a new slot.
if (mTheGame->Is_Clan_Game_Open()) {
// If the user is not a member of a participating clan then assign
// the next free slot to this users clan.
if (!mTheGame->Is_Clan_Competing(userClanID)) {
int slot = mTheGame->Find_Free_Clan_Slot();
if (slot != -1) {
WWDEBUG_SAY(("CLANS: Slot %d filled by '%S' Clan #%lu\n", slot,
(const WCHAR*)user->GetName(), userClanID));
mTheGame->Set_Clan(slot, userClanID);
}
// Send the chat server the new channel settings.
RefPtr<ChannelData> channel = mWOLSession->GetCurrentChannel();
Update_Channel_Settings(mTheGame, channel);
mWOLSession->SendChannelExtraInfo();
}
} else {
// If the game is closed and the user is not a member of one of the
// competing clans then kick him.
if (!mTheGame->Is_Clan_Competing(userClanID)) {
WWDEBUG_SAY(("CLANS: Game closed. Kicking user '%S'\n",
(const WCHAR*)user->GetName()));
mWOLSession->KickUser(user->GetName());
requestDetails = false;
}
}
}
if (requestDetails) {
mWOLSession->RequestUserDetails(user, REQUEST_LADDERINFO|REQUEST_SQUADINFO);
}
}
break;
case UserEvent::Leave:
if (mTheGame && cNetwork::I_Am_Server()) {
if (mTheGame->IsClanGame.Is_True()) {
WWDEBUG_SAY(("CLANS: User leave re-evaluate clan assignment\n"));
Evaluate_Clans(mTheGame);
}
}
break;
default:
break;
}
}
/******************************************************************************
*
* NAME
* WolGameModeClass::HandleNotification(DlgWOLWaitEvent)
*
* DESCRIPTION
* Response to completion of game channel creation.
*
* INPUTS
* Event -
*
* RESULT
* NONE
*
******************************************************************************/
void WolGameModeClass::HandleNotification(DlgWOLWaitEvent& wolEvent)
{
if (wolEvent.Result() == WaitCondition::ConditionMet) {
WWASSERT(mTheGame != NULL);
mChannelCreateSuccessFlag = true;
// Startup quickmatch if we are serving quickmatch games.
if (mTheGame->Is_QuickMatch_Server()) {
mQuickMatch = WOLQuickMatch::Create();
WWASSERT(mQuickMatch);
}
mSendServerInfoTime = 0;
// Start listening to Game Options messages from clients
Observer<GameOptionsMessage>::NotifyMe(*mWOLSession);
// Listen to events from WOLSession
Observer<ChannelEvent>::NotifyMe(*mWOLSession);
Observer<UserEvent>::NotifyMe(*mWOLSession);
} else {
if (!mQuietMode) {
DlgMsgBox::DoDialog(TRANSLATE (IDS_MENU_FAILED_TO_CREATE_GAME), wolEvent.Subject()->GetResultText());
}
}
Signaler<WolGameModeClass>::SendSignal(*this);
}
/******************************************************************************
*
* NAME
* WolGameModeClass::HandleNotification(GameStartEvent)
*
* DESCRIPTION
* Handle game start acknowledgement.
*
* INPUTS
*
* RESULT
* NONE
*
******************************************************************************/
void WolGameModeClass::HandleNotification(GameStartEvent& start)
{
WWDEBUG_SAY(("GameStartEvent received\n"));
mGameID = 0;
if (start.IsSuccess()) {
mGameID = start.GetGameID();
WWDEBUG_SAY(("GameID = %ld\n", mGameID));
}
}
/******************************************************************************
*
* NAME
* WolGameModeClass::HandleNotification(GameOptionsMessage)
*
* DESCRIPTION
* Handle game options requests coming from other users.
*
* INPUTS
* OptionsMessage -
*
* RESULT
* NONE
*
******************************************************************************/
void WolGameModeClass::HandleNotification(GameOptionsMessage& message)
{
if (cNetwork::I_Am_Server() && mTheGame) {
const char* request = message.GetOptions();
// Request for game information?
if (strcmp("RGINFO", request) == 0) {
WideStringClass requestor(0, true);
requestor = message.GetSendersName();
//-----------------------------------------------------------------------
// Send game information
//-----------------------------------------------------------------------
unsigned long mapCRC = CRC_Stringi(mTheGame->Get_Map_Name());
float seconds = mTheGame->Get_Time_Remaining_Seconds();
// Game info sent as: MapCRC Seconds remaining
StringClass info(0, true);
info.Format("GINFO:%08lx %.4f", mapCRC, seconds);
WWDEBUG_SAY(("%S\n", info));
mWOLSession->SendPrivateGameOptions(requestor, info);
//-----------------------------------------------------------------------
// Send team information
//-----------------------------------------------------------------------
SList<cTeam>* teamList = cTeamManager::Get_Team_Object_List();
WWASSERT(teamList != NULL);
SLNode<cTeam>* teamNode = teamList->Head();
while (teamNode) {
cTeam* team = teamNode->Data();
WWASSERT(team != NULL);
int teamID = team->Get_Id();
int teamScore = team->Get_Score();
info.Format("TINFO:%d %d", teamID, teamScore);
WWDEBUG_SAY(("%S\n", info));
mWOLSession->SendPrivateGameOptions(requestor, info);
teamNode = teamNode->Next();
}
//-----------------------------------------------------------------------
// Send player information
//-----------------------------------------------------------------------
SList<cPlayer>* playerList = cPlayerManager::Get_Player_Object_List();
SLNode<cPlayer>* playerNode = playerList->Head();
while (playerNode) {
cPlayer* player = playerNode->Data();
if (player && player->Is_Active() && player->Is_Human()) {
const WideStringClass& name = player->Get_Name();
int type = player->Get_Player_Type();
int rung = player->Get_Rung();
int kills = player->Get_Kills();
int deaths = player->Get_Deaths();
int score = player->Get_Score();
// PINFO string format: Name fps,type,rank,kills,deaths
info.Format("PINFO:%S %d %d %d %d %d", (const WCHAR*)name, type, rung, kills, deaths, score);
mWOLSession->SendPrivateGameOptions(requestor, info);
}
playerNode = playerNode->Next();
}
} else {
// Write client system info to disk
const char* cmd = strstr(request, "SYSINFO:");
if (cmd == request) {
static int sysinfo_log_disabled=-1;
if (sysinfo_log_disabled==-1) { // Read from registry only once per run
RegistryClass registry( APPLICATION_SUB_KEY_NAME_DEBUG );
if ( registry.Is_Valid() ) {
sysinfo_log_disabled=registry.Get_Int( VALUE_NAME_DISABLE_SERVER_SYSINFO_COLLECTING, -1 );
// Write to registry to create the key if it didn't exist
if (sysinfo_log_disabled==-1) {
sysinfo_log_disabled=0;
registry.Set_Int( VALUE_NAME_DISABLE_SERVER_SYSINFO_COLLECTING, sysinfo_log_disabled);
}
}
}
// Only copy the sysinfo if it isn't disabled in registry
if (sysinfo_log_disabled==0) {
const char* data = (request + strlen("SYSINFO:"));
int datalen=strlen(data);
if (!datalen) return;
StringClass tmp(0,true);
StringClass requestor(0, true);
requestor = message.GetSendersName();
StringClass datastring;
datastring=requestor;
datastring+="\t";
unsigned long versionminor,versionmajor;
Get_Version_Number(&versionmajor,&versionminor);
SYSTEMTIME time;
GetSystemTime(&time);
tmp.Format("%d/%d/%d %d:%d\t%d.%d\t",
time.wMonth,
time.wDay,
time.wYear,
time.wHour,
time.wMinute,
versionmajor,
versionminor);
datastring+=tmp;
datastring+=data;
datastring+="\r\n";
// Verify the sysinfo folder
StringClass dirname(0,true);
dirname.Format("sysinfo_%d",DebugManager::Get_Version_Number());
if (GetFileAttributes(dirname)==0xffffffff) {
if (!CreateDirectory(dirname,NULL)) {
return;
}
}
StringClass filename(0,true);
filename=dirname;
filename+="\\";
tmp=requestor;
filename+=tmp;
filename+=".txt";
DWORD written;
HANDLE file;
file = CreateFile(filename, GENERIC_WRITE, 0, NULL, OPEN_ALWAYS,
FILE_ATTRIBUTE_NORMAL, NULL);
if (INVALID_HANDLE_VALUE != file) {
SetFilePointer(file, 0, NULL, FILE_END);
WriteFile(file, datastring, strlen(datastring), &written, NULL);
CloseHandle(file);
}
}
}
}
}
}
/******************************************************************************
*
* NAME
* WolGameModeClass::HandleNotification(LadderInfoEvent)
*
* DESCRIPTION
*
* INPUTS
*
* RESULT
* NONE
*
******************************************************************************/
void WolGameModeClass::HandleNotification(LadderInfoEvent& ladderEvent)
{
if (ladderEvent.IsRanked()) {
LadderType type = ladderEvent.GetLadderType();
// If this is for the locale user and the ladder information is cached
// then update there profile with the latest ladder information.
if (LadderType_Team == type) {
WideStringClass name(64, true);
name = ladderEvent.GetReceivedName();
if (mWOLSession->IsCurrentUser(name)) {
LoginProfile* profile = LoginProfile::Get(name, false);
if (profile) {
WWDEBUG_SAY(("Updating team ladder info for %S\n", profile->GetName()));
const WOL::Ladder& wolLadder = ladderEvent.GetWOLLadder();
// Save the number of games played.
profile->SetGamesPlayed(wolLadder.reserved2);
// Save the ranking information
LoginProfile::Ranking rank;
rank.Wins = wolLadder.wins;
rank.Losses = wolLadder.losses;
rank.Deaths = wolLadder.reserved1;
rank.Kills = wolLadder.kills;
rank.Points = wolLadder.points;
rank.Rank = wolLadder.rung;
profile->SetRanking(LadderType_Team, rank);
profile->SaveSettings();
profile->Release_Ref();
}
}
} else if (LadderType_Clan == type) {
RefPtr<UserData> user = mWOLSession->GetCurrentUser();
if (user.IsValid()) {
RefPtr<SquadData> squad = user->GetSquad();
if (squad.IsValid() && (stricmp(squad->GetAbbr(), ladderEvent.GetReceivedName()) == 0)) {
LoginProfile* profile = LoginProfile::Get(user->GetName(), false);
if (profile) {
WWDEBUG_SAY(("Updating clan ladder info for %S\n", profile->GetName()));
const WOL::Ladder& wolLadder = ladderEvent.GetWOLLadder();
// Save the ranking information
LoginProfile::Ranking rank;
rank.Wins = wolLadder.wins;
rank.Losses = wolLadder.losses;
rank.Deaths = wolLadder.reserved1;
rank.Kills = wolLadder.kills;
rank.Points = wolLadder.points;
rank.Rank = wolLadder.rung;
profile->SetRanking(LadderType_Clan, rank);
profile->SaveSettings();
profile->Release_Ref();
}
}
}
}
}
}
/***********************************************************************************************
* WolGameModeClass::HandleNotification -- Handle connection status notifications *
* *
* *
* *
* INPUT: Connection status *
* *
* OUTPUT: Nothing *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 11/8/2001 10:20PM ST : Created *
*=============================================================================================*/
void WolGameModeClass::HandleNotification(ConnectionStatus &status)
{
if (mMonitorConnection && status == ConnectionDisconnected) {
Handle_Disconnect();
}
}
/***********************************************************************************************
* WolGameModeClass::Handle_Disconnect -- Handle disconnect from chat server *
* *
* *
* *
* INPUT: Nothing *
* *
* OUTPUT: Nothing *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 11/8/2001 10:21PM ST : Created *
*=============================================================================================*/
void WolGameModeClass::Handle_Disconnect(void)
{
if (mMonitorConnection && mConnected) {
mConnected = false;
if (cNetwork::I_Am_Server()) {
if (The_Game() && The_Game()->IsDedicated.Is_True() && AutoRestart.Get_Restart_Flag()) {
/*
** If the game has a time limit and players then we will wait until the next map change otherwise we will stop now.
*/
WWASSERT(PTheGameData != NULL);
//if (!The_Game()->Get_Time_Limit_Minutes() || SlaveMaster.Am_I_Slave()) {
if (cPlayerManager::Count() == 0) {
if (SlaveMaster.Am_I_Slave()) {
AutoRestart.Set_Restart_Flag(false);
Set_Exit_On_Exception(true);
cGameData::Set_Manual_Exit(true);
} else {
Quit_And_Restart();
}
} else {
/*
** Tell the players we have to quit
*/
mStartQuitProcessTime = TIMEGETTIME();
if (cNetwork::I_Am_Server()) {
WideStringClass widestring(TRANSLATE (IDS_MENU_QUITTING_DUE_TO_CONN_LOSS_MSG), true);
cScTextObj * message = new cScTextObj;
message->Init(widestring, TEXT_MESSAGE_PUBLIC, true, HOST_TEXT_SENDER, -1);
}
}
//} else {
//Quit_And_Restart();
//}
}
}
}
}
/***********************************************************************************************
* WolGameModeClass::HandleNotification -- Handle server error notifications *
* *
* *
* *
* INPUT: Server error tyoe *
* *
* OUTPUT: Nothing *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 11/8/2001 10:21PM ST : Created *
*=============================================================================================*/
void WolGameModeClass::HandleNotification(ServerError& server_error)
{
/*
** This doesn't work because you can't get a server list without also doing a complete reset of wolapi.
*/
#if (0)
HRESULT code = server_error.GetErrorCode();
if (code == CHAT_E_MUSTPATCH) {
if (mMonitorConnection && mConnected) {
mPatchAvailable = true;
/*
** If the game has a time limit and players then we will wait until the next map change otherwise we will stop now.
*/
WWASSERT(PTheGameData != NULL);
if (!The_Game()->Get_Time_Limit_Minutes() || cPlayerManager::Count() == 0) {
mStartQuitProcessTime = TIMEGETTIME();
} else {
Quit_And_Restart();
}
}
}
#endif //(0)
}
/***********************************************************************************************
* WolGameModeClass::Quit_And_Restart -- Setup a restart then quit the game *
* *
* *
* *
* INPUT: Nothing *
* *
* OUTPUT: Nothing *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 11/8/2001 10:21PM ST : Created *
*=============================================================================================*/
void WolGameModeClass::Quit_And_Restart(void)
{
static bool reenter_ye_not = false;
if (!reenter_ye_not) {
reenter_ye_not = true;
/*
** This will cause the server to leave the channel if needed.
*/
GameInitMgrClass::End_Game();
/*
** If there is a patch available then download it.
*/
if (mConnected) {
WOLLogonMgr::Logoff();
if (mPatchAvailable) {
RefPtr<WWOnline::Session> wolSession = WWOnline::Session::GetInstance(false);
DlgDownload::DoDialog(TRANSLATE(IDS_WOL_DOWNLOAD), wolSession->GetPatchDownloadList(), true);
}
} else {
/*
** If we lost connection then drop out of the game and try to re-establish connection.
*/
AutoRestart.Set_Restart_Flag(true);
Set_Exit_On_Exception(true);
cGameData::Set_Manual_Exit(true);
Stop_Main_Loop(EXIT_SUCCESS);
}
reenter_ye_not = false;
}
}
/******************************************************************************
*
* NAME
* WolGameModeClass::HandleNotification(WOLPagedEvent)
*
* DESCRIPTION
* Handle the display of pages and invitations from users outside the game.
*
* INPUTS
*
* RESULT
* NONE
*
******************************************************************************/
void WolGameModeClass::HandleNotification(WOLPagedEvent& event)
{
PageMessage* page = event.Subject();
WWASSERT(page && "NULL page in WOLPagedEvent");
switch (event.GetAction()) {
case PAGE_RECEIVED: {
WideStringClass message(255, true);
message.Format(L"%s: %s", page->GetPagersName(), page->GetPageMessage());
CombatManager::Get_Message_Window()->Add_Message(message, COLOR_PAGED_TEXT);
WWAudioClass::Get_Instance()->Create_Instant_Sound("Private_Message", Matrix3D(1));
break;
}
case INVITATION_RECEIVED:
case INVITATION_DECLINED:
CombatManager::Get_Message_Window()->Add_Message(page->GetPageMessage(), COLOR_INVITE_TEXT);
WWAudioClass::Get_Instance()->Create_Instant_Sound("Private_Message", Matrix3D(1));
break;
case PAGE_ERROR:
case PAGE_NOT_THERE:
case PAGE_TURNED_OFF: {
WideStringClass message(255, true);
message.Format(L"%s %s", TRANSLATE(IDS_WOL_PAGEUSERERROR), page->GetPageMessage());
CombatManager::Get_Message_Window()->Add_Message(page->GetPageMessage(), COLOR_CONSOLE_TEXT);
break;
}
}
}
void WolGameModeClass::Game_Start_Timeout_Callback(void)
{
GameModeClass* game = GameModeManager::Find("WOL");
if (game && game->Is_Active()) {
WolGameModeClass* wolgame = reinterpret_cast<WolGameModeClass*>(game);
wolgame->Game_Start_Timed_Out();
}
}
void WolGameModeClass::Game_Start_Timed_Out(void)
{
/*
** If we lost connection without getting a report from WW Online then the only clue we have is that we will fail to
** get the game ID by timing out. Since this is pretty much fatal anyway, let's quit and restart and see if things fix
** themselves up.
**
** ST - 8/21/2002 11:27AM
*/
if (cNetwork::I_Am_Server()) {
if (The_Game() && The_Game()->IsDedicated.Is_True() && AutoRestart.Get_Restart_Flag()) {
mConnected = false;
if (SlaveMaster.Am_I_Slave()) {
AutoRestart.Set_Restart_Flag(false);
Set_Exit_On_Exception(true);
cGameData::Set_Manual_Exit(true);
} else {
Quit_And_Restart();
}
}
}
}