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diff --git a/game/client/tf/tf_quickplay_ui.cpp b/game/client/tf/tf_quickplay_ui.cpp
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+++ b/game/client/tf/tf_quickplay_ui.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================
+#include "cbase.h"
+
+// for messaging with the GC
+#include "tf_gcmessages.h"
+#include "tf_item_inventory.h"
+#include "econ_game_account_server.h"
+#include "gc_clientsystem.h"
+#include "tf_quickplay.h"
+
+// ui related
+#include "filesystem.h"
+#include "tf_controls.h"
+#include "clientmode_tf.h"
+#include "confirm_dialog.h"
+#include "econ_controls.h"
+#include "game/client/iviewport.h"
+#include "ienginevgui.h"
+#include "tf_hud_mainmenuoverride.h"
+#include "tf_hud_statpanel.h"
+#include "tf_mouseforwardingpanel.h"
+#include "vgui/ILocalize.h"
+#include "vgui/ISurface.h"
+#include "vgui_controls/PanelListPanel.h"
+#include "vgui_controls/ProgressBar.h"
+#include "vgui_controls/RadioButton.h"
+#include "ServerBrowser/blacklisted_server_manager.h"
+#include "rtime.h"
+
+#include "c_tf_gamestats.h"
+#include "tf_gamerules.h"
+#include "ServerBrowser/IServerBrowser.h"
+
+// other
+#include "tier1/netadr.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include <tier0/memdbgon.h>
+
+const char *COM_GetModDirectory();
+extern int g_iQuickplaySessionIndex;
+
+#include "tf_matchmaking_scoring.h"
+
+ConVar tf_matchmaking_debug( "tf_matchmaking_spew_level",
+#ifdef _DEBUG
+ "3",
+#else
+ "1",
+#endif
+FCVAR_NONE, "Set to 1 for basic console spew of quickplay-related decisions. 4 for maximum verbosity." );
+
+ConVar tf_quickplay_pref_community_servers( "tf_quickplay_pref_community_servers", "0", FCVAR_ARCHIVE, "0=Valve only, 1=Community only, 2=Either" );
+
+#define TF_MATCHMAKING_SPEW( lvl, pStrFmt, ...) \
+ if ( tf_matchmaking_debug.GetInt() >= lvl ) \
+ { \
+ Msg( pStrFmt, ##__VA_ARGS__ ); \
+ }
+
+// Hack to force it to search for other app ID's for testing
+static inline int GetTfMatchmakingAppID()
+{
+ // !TEST!
+ #ifdef STAGING_ONLY
+ ConVarRef sb_fake_app_id( "sb_fake_app_id" );
+ if ( sb_fake_app_id.GetInt() != 0 )
+ return sb_fake_app_id.GetInt();
+ #endif
+ // return 440;
+
+ return engine->GetAppID();
+}
+
+// A server that we recently were matched to and attempted to join
+struct RecentlyMatchedServer
+{
+ uint32 m_ip;
+ uint16 m_port;
+ RTime32 m_timeMatched;
+};
+
+// Just store them in a simple list. This will be small, and it won't hurt
+// to scan the whole thing, so it won't do any good to do anything fancy
+static CUtlVector<RecentlyMatchedServer> s_vecRecentlyMatchedServers;
+
+// Search for a recently matched server. Also process cooldown expiry
+static int FindRecentlyMatchedServer( uint32 ip, uint16 port )
+{
+ RTime32 timeOfOldestEntryToKeep = CRTime::RTime32TimeCur() - tf_matchmaking_retry_cooldown_seconds.GetInt();
+ int i = 0;
+ int result = -1;
+ while ( i < s_vecRecentlyMatchedServers.Count() )
+ {
+ // Expire?
+ if ( s_vecRecentlyMatchedServers[i].m_timeMatched < timeOfOldestEntryToKeep )
+ {
+ DevLog(" Expiring quickplay recently joined server entry %08X:%d\n", s_vecRecentlyMatchedServers[i].m_ip, (int)s_vecRecentlyMatchedServers[i].m_port );
+ s_vecRecentlyMatchedServers.Remove( i );
+ }
+ else
+ {
+ // Address match?
+ if ( s_vecRecentlyMatchedServers[i].m_ip == ip && s_vecRecentlyMatchedServers[i].m_port == port )
+ {
+ Assert( result < 0 ); // dups in the list?
+ result = i;
+ }
+
+ // Record is still active. Keep it
+ ++i;
+ }
+ }
+
+ // Return index of the entry we found, if any
+ return result;
+}
+
+ConVar tf_quickplay_pref_increased_maxplayers( "tf_quickplay_pref_increased_maxplayers", "0", FCVAR_ARCHIVE, "0=Default only, 1=Yes, 2=Don't care" );
+ConVar tf_quickplay_pref_disable_random_crits( "tf_quickplay_pref_disable_random_crits", "0", FCVAR_ARCHIVE, "0=Random crits enabled, 1=Random crits disabled, 2=Don't care" );
+ConVar tf_quickplay_pref_enable_damage_spread( "tf_quickplay_pref_enable_damage_spread", "0", FCVAR_ARCHIVE, "0=Damage spread disabled, 1=Damage spread enabled, 2=Don't care" );
+ConVar tf_quickplay_pref_respawn_times( "tf_quickplay_pref_respawn_times", "0", FCVAR_ARCHIVE, "0=Default respawn times only, 1=Instant respawn times ('norespawn' tag), 2=Don't care" );
+ConVar tf_quickplay_pref_advanced_view( "tf_quickplay_pref_advanced_view", "0", FCVAR_NONE, "0=Default to simplified view, 1=Default to more detailed options view" );
+ConVar tf_quickplay_pref_beta_content( "tf_quickplay_pref_beta_content", "0", FCVAR_ARCHIVE, "0=No beta content, 1=Only beta content" );
+
+
+static bool BHasTag( const CUtlStringList &TagList, const char *tag )
+{
+ for ( int i = 0; i < TagList.Count(); i++ )
+ {
+ if ( !Q_stricmp( TagList[i], tag) )
+ {
+ return true;
+ }
+ }
+ return false;
+}
+
+static void GetQuickplayTags( const QuickplaySearchOptions &opt, CUtlStringList &requiredTags, CUtlStringList &illegalTags )
+{
+ // Always required
+ requiredTags.CopyAndAddToTail( "_registered" );
+
+ // Always illegal
+ illegalTags.CopyAndAddToTail( "friendlyfire" );
+ illegalTags.CopyAndAddToTail( "highlander" );
+ illegalTags.CopyAndAddToTail( "noquickplay" );
+ illegalTags.CopyAndAddToTail( "trade" );
+
+ switch ( opt.m_eRespawnTimes )
+ {
+ case QuickplaySearchOptions::eRespawnTimesDefault:
+ illegalTags.CopyAndAddToTail( "respawntimes" );
+ illegalTags.CopyAndAddToTail( "norespawntime" );
+ break;
+
+ case QuickplaySearchOptions::eRespawnTimesInstant:
+ requiredTags.CopyAndAddToTail( "norespawntime" );
+ break;
+
+ default:
+ Assert( false );
+ case QuickplaySearchOptions::eRespawnTimesDontCare:
+ break;
+ }
+
+ switch ( opt.m_eRandomCrits )
+ {
+ case QuickplaySearchOptions::eRandomCritsYes:
+ illegalTags.CopyAndAddToTail( "nocrits" );
+ break;
+
+ case QuickplaySearchOptions::eRandomCritsNo:
+ requiredTags.CopyAndAddToTail( "nocrits" );
+ break;
+
+ default:
+ Assert( false );
+ case QuickplaySearchOptions::eRandomCritsDontCare:
+ break;
+ }
+
+ switch ( opt.m_eDamageSpread )
+ {
+ case QuickplaySearchOptions::eDamageSpreadYes:
+ requiredTags.CopyAndAddToTail( "dmgspread" );
+ break;
+
+ case QuickplaySearchOptions::eDamageSpreadNo:
+ illegalTags.CopyAndAddToTail( "dmgspread" );
+ break;
+
+ default:
+ Assert( false );
+ case QuickplaySearchOptions::eDamageSpreadDontCare:
+ break;
+ }
+
+ switch ( opt.m_eMaxPlayers )
+ {
+ case QuickplaySearchOptions::eMaxPlayers24:
+ illegalTags.CopyAndAddToTail( "increased_maxplayers" );
+ break;
+
+ case QuickplaySearchOptions::eMaxPlayers30Plus:
+ requiredTags.CopyAndAddToTail( "increased_maxplayers" );
+ break;
+
+ default:
+ Assert( false );
+ case QuickplaySearchOptions::eMaxPlayersDontCare:
+ break;
+ }
+
+ switch ( opt.m_eBetaContent )
+ {
+ case QuickplaySearchOptions::eBetaYes:
+ requiredTags.CopyAndAddToTail( "beta" );
+ break;
+
+ case QuickplaySearchOptions::eBetaNo:
+ illegalTags.CopyAndAddToTail( "beta" );
+ break;
+
+ default:
+ Assert( false );
+ break;
+ }
+}
+
+//-----------------------------------------------------------------------------
+
+static void OpenQuickplayDialogCallback( bool bConfirmed, void *pContext )
+{
+ engine->ClientCmd_Unrestricted( "OpenQuickplayDialog" );
+}
+
+// Why does it take so many lines of code to do stuff like this?
+static CDllDemandLoader g_ServerBrowser( "ServerBrowser" );
+static IServerBrowser *GetServerBrowser()
+{
+ static IServerBrowser *pServerBrowser = NULL;
+ if ( pServerBrowser == NULL )
+ {
+ int iReturnCode;
+ pServerBrowser = (IServerBrowser *)g_ServerBrowser.GetFactory()( SERVERBROWSER_INTERFACE_VERSION, &iReturnCode );
+ Assert( pServerBrowser );
+ }
+ return pServerBrowser;
+}
+
+//=============================================================================
+
+enum eGameServerFilter
+{
+ kGameServerListFilter_Internet,
+ kGameServerListFilter_Favorites,
+};
+
+struct sortable_gameserveritem_t
+{
+ sortable_gameserveritem_t()
+ {
+ m_bRegistered = false;
+ m_bValve = false;
+ m_bNewUserFriendly = false;
+ m_bMapIsQuickPlayOK = false;
+ userScore = -999.9f;
+ serverScore = -999.9f;
+ m_fRecentMatchPenalty = -999.9f;
+ m_fTotalScoreFromGC = -9999.9f;
+ m_eStatus = TF_Gamestats_QuickPlay_t::k_Server_Invalid;
+ m_nOptionsScoreFromGC = INT_MAX;
+ }
+
+ gameserveritem_t server;
+ bool m_bRegistered;
+ bool m_bValve;
+ bool m_bNewUserFriendly;
+ bool m_bMapIsQuickPlayOK;
+ float userScore;
+ float serverScore;
+ float m_fRecentMatchPenalty;
+ float m_fTotalScoreFromGC;
+ TF_Gamestats_QuickPlay_t::eServerStatus m_eStatus;
+ int m_nOptionsScoreFromGC;
+
+ inline float TotalScore() const { return userScore + serverScore; }
+};
+
+// Store a server that has been scored by the GC and
+// is ready to receive the final confirmation ping
+struct gameserver_ping_queue_entry_t
+{
+ float m_fTotalScore;
+ netadr_t m_adr;
+};
+
+//-----------------------------------------------------------------------------
+// Purpose: Score a game server based on number of players and ping
+//-----------------------------------------------------------------------------
+class CGameServerItemSort
+{
+public:
+ bool Less( const sortable_gameserveritem_t *src1, const sortable_gameserveritem_t *src2, void *pCtx )
+ {
+ // we want higher scores sorted to the front
+ return src1->TotalScore() > src2->TotalScore();
+ }
+ bool Less( const gameserver_ping_queue_entry_t &src1, const gameserver_ping_queue_entry_t &src2, void *pCtx )
+ {
+ // we want higher scores sorted to the front
+ return src1.m_fTotalScore > src2.m_fTotalScore;
+ }
+};
+
+// !KLUDGE! This is duplicated from serverbrowserQuickListPanel.h
+class CQuickListPanel : public vgui::EditablePanel
+{
+ DECLARE_CLASS_SIMPLE( CQuickListPanel, vgui::EditablePanel );
+
+public:
+ CQuickListPanel( vgui::Panel *parent, const char *panelName );
+
+ virtual void ApplySchemeSettings(vgui::IScheme *pScheme);
+ void SetMapName( const char *pMapName );
+ void SetImage( const char *pMapName );
+ void SetGameType( const char *pGameType );
+ const char *GetMapName( void ) { return m_szMapName; }
+ void SetRefreshing( void );
+
+ virtual void OnMousePressed( vgui::MouseCode code );
+ virtual void OnMouseDoublePressed( vgui::MouseCode code );
+ void SetServerInfo ( KeyValues *pKV, int iListID, int iTotalServers );
+ int GetListID( void ) { return m_iListID; }
+
+ virtual void PerformLayout( void )
+ {
+ BaseClass::PerformLayout();
+ }
+
+ MESSAGE_FUNC_INT( OnPanelSelected, "PanelSelected", state )
+ {
+ if ( state )
+ {
+ vgui::IScheme *pScheme = vgui::scheme()->GetIScheme( GetScheme() );
+
+ if ( pScheme && m_pBGroundPanel )
+ {
+ m_pBGroundPanel->SetBgColor( pScheme->GetColor("QuickListBGSelected", Color(255, 255, 255, 0 ) ) );
+ }
+ }
+ else
+ {
+ vgui::IScheme *pScheme = vgui::scheme()->GetIScheme( GetScheme() );
+
+ if ( pScheme && m_pBGroundPanel )
+ {
+ m_pBGroundPanel->SetBgColor( pScheme->GetColor("QuickListBGDeselected", Color(255, 255, 255, 0 ) ) );
+ }
+ }
+
+ PostMessage( GetParent()->GetVParent(), new KeyValues("PanelSelected") );
+ }
+
+private:
+
+ char m_szMapName[64];
+
+ vgui::ImagePanel *m_pLatencyImage;
+ vgui::Label *m_pLatencyLabel;
+ vgui::Label *m_pPlayerCountLabel;
+ vgui::Label *m_pOtherServersLabel;
+ vgui::Label *m_pServerNameLabel;
+ vgui::Panel *m_pBGroundPanel;
+ vgui::ImagePanel *m_pMapImage;
+
+ vgui::Panel *m_pListPanelParent;
+ vgui::Label *m_pGameTypeLabel;
+ vgui::Label *m_pMapNameLabel;
+
+ vgui::ImagePanel *m_pReplayImage;
+
+ int m_iListID;
+};
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+CQuickListPanel::CQuickListPanel( vgui::Panel* pParent, const char *pElementName ) : BaseClass( pParent, pElementName )
+{
+ SetParent( pParent );
+
+ m_pListPanelParent = pParent;
+
+ SetScheme( "SourceScheme" );
+ SetProportional( false );
+
+ CMouseMessageForwardingPanel *panel = new CMouseMessageForwardingPanel(this, NULL);
+ panel->SetZPos(3);
+
+ m_pLatencyImage = new ImagePanel( this, "latencyimage" );
+ m_pPlayerCountLabel = new Label( this, "playercount", "" );
+ m_pOtherServersLabel = new Label( this, "otherservercount", "" );
+ m_pServerNameLabel = new Label( this, "servername", "" );
+ m_pBGroundPanel = new Panel( this, "background" );
+ m_pMapImage = new ImagePanel( this, "mapimage" );
+ m_pGameTypeLabel = new Label( this, "gametype", "" );
+ m_pMapNameLabel = new Label( this, "mapname", "" );
+ m_pLatencyLabel = new Label( this, "latencytext", "" );
+ m_pReplayImage = new ImagePanel( this, "replayimage" );
+
+ const char *pPathID = "PLATFORM";
+
+ if ( g_pFullFileSystem->FileExists( "Servers/QuickListPanel.res", "MOD" ) )
+ {
+ pPathID = "MOD";
+ }
+
+ LoadControlSettings( "Servers/QuickListPanel.res", pPathID );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CQuickListPanel::ApplySchemeSettings(IScheme *pScheme)
+{
+ BaseClass::ApplySchemeSettings(pScheme);
+
+ if ( pScheme && m_pBGroundPanel )
+ {
+ m_pBGroundPanel->SetBgColor( pScheme->GetColor("QuickListBGDeselected", Color(255, 255, 255, 0 ) ) );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CQuickListPanel::SetRefreshing( void )
+{
+ if ( m_pServerNameLabel )
+ {
+ m_pServerNameLabel->SetText( g_pVGuiLocalize->Find("#ServerBrowser_QuickListRefreshing") );
+ }
+
+ if ( m_pPlayerCountLabel )
+ {
+ m_pPlayerCountLabel->SetVisible( false );
+ }
+ if ( m_pOtherServersLabel )
+ {
+ m_pOtherServersLabel->SetVisible( false );
+ }
+
+ if ( m_pLatencyImage )
+ {
+ m_pLatencyImage->SetVisible( false );
+ }
+
+ if ( m_pReplayImage )
+ {
+ m_pReplayImage->SetVisible( false );
+ }
+
+ if ( m_pLatencyLabel )
+ {
+ m_pLatencyLabel->SetVisible( false );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CQuickListPanel::SetMapName( const char *pMapName )
+{
+ Q_strncpy( m_szMapName, pMapName, sizeof( m_szMapName ) );
+
+ if ( m_pMapNameLabel )
+ {
+ m_pMapNameLabel->SetText( pMapName );
+ m_pMapNameLabel->SizeToContents();
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CQuickListPanel::SetGameType( const char *pGameType )
+{
+ if ( strlen ( pGameType ) == 0 )
+ {
+ m_pGameTypeLabel->SetVisible( false );
+ return;
+ }
+
+ char gametype[ 512 ];
+ Q_snprintf( gametype, sizeof( gametype ), "(%s)", pGameType );
+
+ m_pGameTypeLabel->SetText( gametype );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CQuickListPanel::SetServerInfo ( KeyValues *pKV, int iListID, int iTotalServers )
+{
+ if ( pKV == NULL )
+ return;
+
+ m_iListID = iListID;
+
+ m_pServerNameLabel->SetText( pKV->GetString( "name", " " ) );
+
+ int iPing = pKV->GetInt( "ping", 0 );
+
+ if ( iPing <= 100 )
+ {
+ m_pLatencyImage->SetImage( "../vgui/icon_con_high.vmt" );
+ }
+ else if ( iPing <= 150 )
+ {
+ m_pLatencyImage->SetImage( "../vgui/icon_con_medium.vmt" );
+ }
+ else
+ {
+ m_pLatencyImage->SetImage( "../vgui/icon_con_low.vmt" );
+ }
+
+ m_pLatencyImage->SetVisible( false );
+
+ //if ( GameSupportsReplay() )
+ {
+ m_pReplayImage->SetVisible( pKV->GetInt( "Replay", 0 ) > 0 );
+ }
+
+ char ping[ 512 ];
+ Q_snprintf( ping, sizeof( ping ), "%d ms", iPing );
+
+ m_pLatencyLabel->SetText( ping );
+ m_pLatencyLabel->SetVisible( true );
+
+ wchar_t players[ 512 ];
+ wchar_t playercount[16];
+ wchar_t *pwszPlayers = g_pVGuiLocalize->Find("#ServerBrowser_Players");
+
+ g_pVGuiLocalize->ConvertANSIToUnicode( pKV->GetString( "players", " " ), playercount, sizeof( playercount ) );
+
+ _snwprintf( players, ARRAYSIZE( players ), L"%ls %ls", playercount, pwszPlayers );
+
+ m_pPlayerCountLabel->SetText( players );
+ m_pPlayerCountLabel->SetVisible( true );
+
+
+ // Now setup the other server count
+ if ( iTotalServers == 2 )
+ {
+ m_pOtherServersLabel->SetText( g_pVGuiLocalize->Find("#ServerBrowser_QuickListOtherServer") );
+ m_pOtherServersLabel->SetVisible( true );
+ }
+ else if ( iTotalServers > 2 )
+ {
+ wchar_t *pwszServers = g_pVGuiLocalize->Find("#ServerBrowser_QuickListOtherServers");
+ _snwprintf( playercount, Q_ARRAYSIZE(playercount), L"%d", (iTotalServers-1) );
+ g_pVGuiLocalize->ConstructString_safe( players, pwszServers, 1, playercount );
+ m_pOtherServersLabel->SetText( players );
+ m_pOtherServersLabel->SetVisible( true );
+ }
+ else
+ {
+ m_pOtherServersLabel->SetVisible( false );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CQuickListPanel::SetImage( const char *pMapName )
+{
+ char path[ 512 ];
+ Q_snprintf( path, sizeof( path ), "materials/vgui/maps/menu_thumb_%s.vmt", pMapName );
+
+ char map[ 512 ];
+ Q_snprintf( map, sizeof( map ), "maps/%s.bsp", pMapName );
+
+ if ( g_pFullFileSystem->FileExists( map, "MOD" ) == false )
+ {
+ pMapName = "default_download";
+ }
+ else
+ {
+ if ( g_pFullFileSystem->FileExists( path, "MOD" ) == false )
+ {
+ pMapName = "default";
+ }
+ }
+
+ if ( m_pMapImage )
+ {
+ char imagename[ 512 ];
+ Q_snprintf( imagename, sizeof( imagename ), "..\\vgui\\maps\\menu_thumb_%s", pMapName );
+
+ m_pMapImage->SetImage ( imagename );
+ m_pMapImage->SetMouseInputEnabled( false );
+ }
+}
+
+void CQuickListPanel::OnMousePressed( vgui::MouseCode code )
+{
+ if ( m_pListPanelParent )
+ {
+ vgui::PanelListPanel *pParent = dynamic_cast < vgui::PanelListPanel *> ( m_pListPanelParent );
+
+ if ( pParent )
+ {
+ pParent->SetSelectedPanel( this );
+ m_pListPanelParent->CallParentFunction( new KeyValues("ItemSelected", "itemID", -1 ) );
+ }
+
+ if ( code == MOUSE_RIGHT )
+ {
+ m_pListPanelParent->CallParentFunction( new KeyValues("OpenContextMenu", "itemID", -1 ) );
+ }
+
+ }
+}
+
+void CQuickListPanel::OnMouseDoublePressed( vgui::MouseCode code )
+{
+ if ( code == MOUSE_RIGHT )
+ return;
+
+ // call the panel
+ OnMousePressed( code );
+
+ m_pListPanelParent->CallParentFunction( new KeyValues("ConnectToServer", "code", code) );
+}
+
+CUtlString GetCommaDelimited( const CUtlStringList &list )
+{
+ CUtlString sResult;
+ FOR_EACH_VEC( list, idx )
+ {
+ if ( idx != 0 )
+ sResult.Append( "," );
+ sResult.Append( list[idx] );
+ }
+ return sResult;
+}
+
+class CQuickplayWaitDialog;
+static CQuickplayWaitDialog *s_pQuickPlayWaitingDialog;
+
+// Busy indicator and also server list if the didn't use "I'm feeling lucky"
+class CQuickplayWaitDialog : public CGenericWaitingDialog, public ISteamMatchmakingServerListResponse, public ISteamMatchmakingPingResponse
+{
+ DECLARE_CLASS_SIMPLE( CQuickplayWaitDialog, CGenericWaitingDialog );
+public:
+ CQuickplayWaitDialog( bool bFeelingLucky, const QuickplaySearchOptions &opt )
+ : CGenericWaitingDialog( NULL )
+ , m_options( opt )
+ , m_fHoursPlayed( 0 )
+ , m_nAppID( GetTfMatchmakingAppID() )
+ , m_hServerListRequest( NULL )
+ , m_hServerQueryRequest( HSERVERQUERY_INVALID )
+ , m_fPingA( tf_matchmaking_ping_a.GetFloat() )
+ , m_fPingAScore( tf_matchmaking_ping_a_score.GetFloat() )
+ , m_fPingB( tf_matchmaking_ping_b.GetFloat() )
+ , m_fPingBScore( tf_matchmaking_ping_b_score.GetFloat() )
+ , m_fPingC( tf_matchmaking_ping_c.GetFloat() )
+ , m_fPingCScore( tf_matchmaking_ping_c_score.GetFloat() )
+ , m_bFeelingLucky( bFeelingLucky )
+ , m_eCurrentStep( k_EStep_GMSQuery )
+ , m_timeGCScoreTimeout( 0.0 )
+ , m_timeGMSSearchStarted( 0.0 )
+ , m_timePingServerTimeout( 0.0 )
+ , m_pBusyContainer( NULL )
+ , m_pResultsContainer( NULL )
+ , m_pServerListPanel( NULL )
+ , m_pProgressBar( NULL )
+ , m_ScoringNumbers( steamapicontext ? steamapicontext->SteamUser()->GetSteamID() : CSteamID() )
+ {
+
+ // Check the panel name since we are changing the resource
+ SetName("QuickPlayBusyDialog");
+
+ Assert( s_pQuickPlayWaitingDialog == NULL );
+ s_pQuickPlayWaitingDialog = this;
+
+ m_blackList.LoadServersFromFile( BLACKLIST_DEFAULT_SAVE_FILE, false );
+
+ m_fHoursPlayed = CTFStatPanel::GetTotalHoursPlayed();
+ m_Stats.m_fUserHoursPlayed = m_fHoursPlayed;
+ m_Stats.m_iExperimentGroup = m_ScoringNumbers.m_eExperimentGroup;
+
+ // Determine bonus we'll give to valve servers, using linear
+ // interpolation with clamped endpoints
+ float m_fValveBonusHrsA = tf_matchmaking_numbers_valve_bonus_hrs_a.GetFloat();
+ float m_fValveBonusPtsA = tf_matchmaking_numbers_valve_bonus_pts_a.GetFloat();
+ float m_fValveBonusHrsB = tf_matchmaking_numbers_valve_bonus_hrs_b.GetFloat();
+ float m_fValveBonusPtsB = tf_matchmaking_numbers_valve_bonus_pts_b.GetFloat();
+ Assert( m_fValveBonusHrsA < m_fValveBonusHrsB );
+ if ( m_fHoursPlayed < m_fValveBonusHrsA )
+ {
+ m_fValveBonus = m_fValveBonusPtsA;
+ }
+ else if ( m_fHoursPlayed < m_fValveBonusHrsB )
+ {
+ m_fValveBonus = lerp( m_fValveBonusHrsA, m_fValveBonusPtsA, m_fValveBonusHrsB, m_fValveBonusPtsB, m_fHoursPlayed );
+ }
+ else
+ {
+ m_fValveBonus = m_fValveBonusPtsB;
+ }
+
+ // Calc bonus given if the map is noob friendly
+ float fNoobTime = tf_matchmaking_noob_hours_played.GetFloat();
+ m_fNoobMapBonus = 0.0f;
+ if ( m_fHoursPlayed < fNoobTime )
+ {
+ float fNoobPct = 1.0f - ( fNoobTime / fNoobTime );
+ m_fNoobMapBonus = fNoobPct * tf_matchmaking_noob_map_score_boost.GetFloat();
+ }
+
+ switch ( m_options.m_eSelectedGameType )
+ {
+ case kGameCategory_Quickplay: m_Stats.m_sUserGameMode = "(any)"; break;
+ case kGameCategory_Escort: m_Stats.m_sUserGameMode = "escort"; break;
+ case kGameCategory_CTF: m_Stats.m_sUserGameMode = "ctf"; break;
+ case kGameCategory_AttackDefense: m_Stats.m_sUserGameMode = "attackdefense"; break;
+ case kGameCategory_Koth: m_Stats.m_sUserGameMode = "koth"; break;
+ case kGameCategory_CP: m_Stats.m_sUserGameMode = "cp"; break;
+ case kGameCategory_EscortRace: m_Stats.m_sUserGameMode = "escortrace"; break;
+ case kGameCategory_EventMix: m_Stats.m_sUserGameMode = "eventmix"; break;
+ case kGameCategory_Event247: m_Stats.m_sUserGameMode = "event247"; break;
+ case kGameCategory_SD: m_Stats.m_sUserGameMode = "sd"; break;
+ case kGameCategory_RobotDestruction: m_Stats.m_sUserGameMode = "rd"; break;
+ case kGameCategory_Powerup: m_Stats.m_sUserGameMode = "powerup"; break;
+ case kGameCategory_Featured: m_Stats.m_sUserGameMode = "featured"; break;
+ case kGameCategory_Passtime: m_Stats.m_sUserGameMode = "passtime"; break;
+ case kGameCategory_Community_Update: m_Stats.m_sUserGameMode = "community_update"; break;
+ case kGameCategory_Misc: m_Stats.m_sUserGameMode = "misc"; break;
+ //case kQuickplayGameType_Arena: stats.m_sUserGameMode = "arena"; break;
+ //case kQuickplayGameType_Specialty: stats.m_sUserGameMode = "specialty"; break;
+ default:
+ Assert( false );
+ m_Stats.m_sUserGameMode.Format( "%d", m_options.m_eSelectedGameType );
+ break;
+ }
+
+ SetDefLessFunc( m_mapServers );
+
+ // Sanity
+ Assert( 0.0 < m_fPingA ); Assert( m_fPingA < m_fPingB ); Assert( m_fPingB < m_fPingC );
+ Assert( 1.0 > m_fPingAScore ); Assert( m_fPingAScore > m_fPingBScore ); Assert( m_fPingBScore > m_fPingCScore );
+
+ // Setup search filters
+ CUtlVector<MatchMakingKeyValuePair_t> vecServerFilters;
+ AddFilter( vecServerFilters, "gamedir", COM_GetModDirectory() );
+ if ( GetUniverse() == k_EUniversePublic )
+ {
+ AddFilter( vecServerFilters, "secure", "1" );
+ AddFilter( vecServerFilters, "dedicated", "1" );
+ }
+ AddFilter( vecServerFilters, "full", "1" ); // actually means "not full"
+
+ GetQuickplayTags( m_options, m_vecStrRequiredTags, m_vecStrRejectTags );
+
+ // Specified map filter if one is specified
+ if ( !m_options.m_strMapName.IsEmpty() )
+ {
+ AddFilter( vecServerFilters, "map", m_options.m_strMapName );
+ }
+ else
+ {
+ // Add filter for the game mode tag
+ switch ( m_options.m_eSelectedGameType )
+ {
+ case kGameCategory_Escort:
+ case kGameCategory_EscortRace:
+ m_vecStrRequiredTags.CopyAndAddToTail( "payload" );
+ AddMapsFilter( vecServerFilters, m_options.m_eSelectedGameType );
+ break;
+ case kGameCategory_Koth:
+ case kGameCategory_AttackDefense:
+ case kGameCategory_CP:
+ m_vecStrRequiredTags.CopyAndAddToTail( "cp" );
+ AddMapsFilter( vecServerFilters, m_options.m_eSelectedGameType );
+ break;
+ case kGameCategory_CTF:
+ m_vecStrRequiredTags.CopyAndAddToTail( "ctf" );
+ AddMapsFilter( vecServerFilters, m_options.m_eSelectedGameType );
+ break;
+ case kGameCategory_EventMix:
+ m_vecStrRequiredTags.CopyAndAddToTail( "eventmix" );
+ m_vecStrRejectTags.CopyAndAddToTail( "event247" );
+ AddMapsFilter( vecServerFilters, m_options.m_eSelectedGameType );
+ break;
+ case kGameCategory_Event247:
+ m_vecStrRequiredTags.CopyAndAddToTail( "event247" );
+ m_vecStrRejectTags.CopyAndAddToTail( "eventmix" );
+ AddMapsFilter( vecServerFilters, m_options.m_eSelectedGameType );
+ break;
+ case kGameCategory_SD:
+ m_vecStrRequiredTags.CopyAndAddToTail( "sd" );
+ AddMapsFilter( vecServerFilters, m_options.m_eSelectedGameType );
+ break;
+ case kGameCategory_RobotDestruction:
+ m_vecStrRequiredTags.CopyAndAddToTail( "rd" );
+ AddMapsFilter( vecServerFilters, m_options.m_eSelectedGameType );
+ break;
+ case kGameCategory_Powerup:
+ m_vecStrRequiredTags.CopyAndAddToTail( "powerup" );
+ AddMapsFilter( vecServerFilters, m_options.m_eSelectedGameType );
+ break;
+ case kGameCategory_Featured:
+ m_vecStrRequiredTags.CopyAndAddToTail( "featured" );
+ AddMapsFilter( vecServerFilters, m_options.m_eSelectedGameType );
+ break;
+ case kGameCategory_Passtime:
+ m_vecStrRequiredTags.CopyAndAddToTail( "passtime" );
+ AddMapsFilter( vecServerFilters, m_options.m_eSelectedGameType );
+ break;
+ case kGameCategory_Community_Update:
+ m_vecStrRequiredTags.CopyAndAddToTail( "community_update" );
+ AddMapsFilter( vecServerFilters, m_options.m_eSelectedGameType );
+ break;
+ case kGameCategory_Misc:
+ m_vecStrRequiredTags.CopyAndAddToTail( "misc" );
+ AddMapsFilter( vecServerFilters, m_options.m_eSelectedGameType );
+ break;
+ case kGameCategory_Quickplay:
+ // Grrrrr. Anything we can do here?
+ // The list of all the maps won't fit. We do not yet have an "or" syntax.
+ // So we're stuck filtering them client side
+ break;
+ default:
+ Assert( false );
+ break;
+ }
+ }
+
+ AddFilter( vecServerFilters, "ngametype", GetCommaDelimited( m_vecStrRejectTags ) );
+ AddFilter( vecServerFilters, "gametype", GetCommaDelimited( m_vecStrRequiredTags ) );
+ AddFilter( vecServerFilters, "steamblocking", "1" );
+
+ if ( m_options.m_eServers == QuickplaySearchOptions::eServersOfficial )
+ {
+ AddFilter( vecServerFilters, "white", "1" );
+ }
+ else if ( m_options.m_eServers == QuickplaySearchOptions::eServersCommunity )
+ {
+ // community servers *ONLY*
+ AddFilter( vecServerFilters, "nor", "1" );
+ AddFilter( vecServerFilters, "white", "1" );
+ }
+
+ // Remember when we started
+ m_timeGMSSearchStarted = Plat_FloatTime();
+
+ // Print for debugging
+ if ( tf_matchmaking_debug.GetInt() >= 2 )
+ {
+ CUtlString sFilter;
+ FOR_EACH_VEC( vecServerFilters, idx )
+ {
+ sFilter.Append( vecServerFilters[idx].m_szKey );
+ sFilter.Append( " - " );
+ sFilter.Append( vecServerFilters[idx].m_szValue );
+ sFilter.Append( "\n" );
+ }
+ Msg( "Using GMS filter: %s\n", sFilter.String() );
+ }
+
+ // Initiate the search
+ MatchMakingKeyValuePair_t *pFilters = vecServerFilters.Base(); // <<<< Note, this is weird, but correct.
+ m_hServerListRequest = steamapicontext->SteamMatchmakingServers()->RequestInternetServerList( GetTfMatchmakingAppID(), &pFilters, vecServerFilters.Count(), this );
+ }
+
+ virtual ~CQuickplayWaitDialog()
+ {
+ Assert( s_pQuickPlayWaitingDialog == this );
+ s_pQuickPlayWaitingDialog = NULL;
+
+ DestroyServerQueryRequest();
+ DestroyServerListRequest();
+ }
+
+ virtual const char* GetResFile() const { return "Resource/UI/QuickPlayBusyDialog.res"; }
+
+ void OnReceivedGCScores( CMsgTFQuickplay_ScoreServersResponse &msg )
+ {
+
+ // Make sure we're expecting them
+ if ( m_eCurrentStep != k_EStep_GCScore )
+ {
+ Warning(" Received CGCTFQuickplay_ScoreServers_Response, but not expecting them (current step = %d)?\n", m_eCurrentStep );
+ return;
+ }
+
+ m_vecServerJoinQueue.RemoveAll();
+
+ // Do we have any GC scores?
+ if ( msg.servers_size() > 0 )
+ {
+ TF_MATCHMAKING_SPEW( 1, "Received %d server scores from GC\n", msg.servers_size());
+
+ // Put them in a queue. We will try them in score order
+ TF_MATCHMAKING_SPEW( 2, "SteamID, IP, score\n" );
+ for ( int i = 0; i < msg.servers_size(); ++i )
+ {
+ const CMsgTFQuickplay_ScoreServersResponse_ServerInfo &info = msg.servers( i );
+ netadr_t adr( info.server_address(), info.server_port() );
+ CSteamID steamID( info.steam_id() );
+
+ TF_MATCHMAKING_SPEW( 2, "\"%s\", \"%s\", %.2f\n",
+ steamID.Render(), adr.ToString(), info.total_score() );
+
+ gameserver_ping_queue_entry_t item;
+ item.m_adr.SetIPAndPort( info.server_address(), info.server_port() );
+ item.m_fTotalScore = info.total_score();
+ int nOptionsScore = RemapValClamped( info.options_score(), 0.f, 30000.f, tf_mm_options_bonus.GetFloat(), tf_mm_options_penalty.GetFloat() );
+ item.m_fTotalScore += nOptionsScore;
+ m_vecServerJoinQueue.InsertNoSort( item );
+
+ // Locate the original entry. Try by IP first,
+ // and if that fails, try steam ID. (Can happen due
+ // to mismatch of public/private IP)
+ int idx = m_mapServers.Find( adr );
+ if ( m_mapServers.IsValidIndex( idx ) )
+ {
+ // Might actually fail in race condition, but should
+ // be extremely rare. If it's happening frequently,
+ // we probably have a bug or have misunderstood something
+ Assert( m_mapServers[idx].server.m_steamID == steamID );
+ }
+ else
+ {
+ bool bFound = false;
+ FOR_EACH_MAP_FAST( m_mapServers, j )
+ {
+ if ( m_mapServers[j].server.m_steamID == steamID )
+ {
+ Assert( !m_mapServers.IsValidIndex( idx ) ); // duplicate?
+ idx = j;
+ bFound = true;
+ break;
+ }
+ }
+
+ if ( bFound )
+ {
+ // Remove it and re-insert, updating the address
+ // we got from the GC, which is probably the public IP.
+ // this IP is more useful for scoring purposes
+ sortable_gameserveritem_t temp = m_mapServers[idx];
+ temp.server.m_NetAdr.SetIP( info.server_address() );
+ m_mapServers.RemoveAt( idx );
+ idx = m_mapServers.InsertOrReplace( adr, temp );
+ }
+ }
+
+ if ( m_mapServers.IsValidIndex( idx ) )
+ {
+ m_mapServers[ idx ].m_eStatus = TF_Gamestats_QuickPlay_t::k_Server_Scored;
+ m_mapServers[ idx ].m_fTotalScoreFromGC = info.total_score();
+ m_mapServers[ idx ].m_nOptionsScoreFromGC = info.options_score();
+ }
+ else
+ {
+ Warning( "Received score from GC for %s @ %s, but I didn't ask for that server!\n", steamID.Render(), adr.ToString() );
+ Assert( m_mapServers.IsValidIndex( idx ) );
+ }
+ }
+ } else {
+ TF_MATCHMAKING_SPEW(1, "Using client-only scoring (no reputation data)\n" );
+
+ // Just add all of the servers that we thought were good enough to send to the GC
+ // to even request a score into the list of possible ones to join
+ FOR_EACH_MAP( m_mapServers, i )
+ {
+ sortable_gameserveritem_t &s = m_mapServers[i];
+ if ( s.m_eStatus >= TF_Gamestats_QuickPlay_t::k_Server_RequestedScore )
+ {
+ gameserver_ping_queue_entry_t item;
+ item.m_adr.SetIPAndPort( s.server.m_NetAdr.GetIP(), s.server.m_NetAdr.GetConnectionPort() );
+ item.m_fTotalScore = s.TotalScore(); // client-side score only, no reputation data
+ m_vecServerJoinQueue.InsertNoSort( item );
+ }
+ }
+ }
+ m_vecServerJoinQueue.RedoSort();
+
+ if ( msg.servers_size() > 0 )
+ {
+ TF_MATCHMAKING_SPEW(1, "Best GC score was %.2f\n", m_vecServerJoinQueue[0].m_fTotalScore );
+ }
+
+ // Show some UI
+ if ( !m_bFeelingLucky )
+ {
+ ShowSelectServerUI();
+ return;
+ }
+
+ // OK, we have some candidates, but let's only try the first few.
+ // If they all fail, we probably have some bigger problem.
+ // !GAH! CUtlVector SetCount will not truncate an existing list,
+ // it will always fill the list with N dummy entries. I have
+ // no idea why.
+ while ( m_vecServerJoinQueue.Count() > 5 )
+ {
+ m_vecServerJoinQueue.Remove( m_vecServerJoinQueue.Count()-1 );
+ }
+
+ // OK, we have a server.
+ C_CTFGameStats::ImmediateWriteInterfaceEvent( "response(quickplay)", "gc_server_found" );
+
+// // !FIXME! Server pinging not working for some reason.
+// // Just try to connect to the best one.
+// ConnectToServer( m_vecServerJoinQueue[0].m_adr.GetIP(), m_vecServerJoinQueue[0].m_adr.GetPort() );
+// return;
+
+ // Allright, begin loop pinging servers in order
+ // until we find one that is still OK to join.
+ // Hopefully and usually, the first one will
+ // still be available. But we sometimes waited
+ // too long and something happened on that server
+ // during the search and we need to go with our
+ // 2nd choice
+ m_eCurrentStep = k_EStep_PingCheckNotFull;
+ PingNextBestServer();
+ }
+
+ void ShowSelectServerUI()
+ {
+ m_eCurrentStep = k_EStep_SelectServerUI;
+
+ if ( m_pBusyContainer )
+ m_pBusyContainer->SetVisible( false );
+ if ( m_pResultsContainer )
+ m_pResultsContainer->SetVisible( true );
+ m_adrCurrentPing.Clear();
+
+ if ( m_pServerListPanel )
+ {
+ FOR_EACH_VEC( m_vecServerJoinQueue, idxServer )
+ {
+ int idxMap = m_mapServers.Find( m_vecServerJoinQueue[ idxServer ].m_adr );
+ if ( idxMap < 0 )
+ continue;
+ sortable_gameserveritem_t &s = m_mapServers[ idxMap ];
+ CQuickListPanel *pServerPanel = new CQuickListPanel( m_pServerListPanel, "QuickListPanel" );
+
+ char szFriendlyName[MAX_MAP_NAME];
+ const char *pszFriendlyGameTypeName = GetServerBrowser()->GetMapFriendlyNameAndGameType( s.server.m_szMap, szFriendlyName, sizeof(szFriendlyName) );
+
+ pServerPanel->SetName( s.server.m_szMap );
+ pServerPanel->SetMapName( GetMapDisplayName( s.server.m_szMap ) );
+ pServerPanel->SetImage( s.server.m_szMap );
+ pServerPanel->SetGameType( pszFriendlyGameTypeName );
+
+ KeyValues *pKV = new KeyValues( "ServerInfo" );
+
+ pKV->SetInt( "ping", s.server.m_nPing );
+ pKV->SetString( "name", s.server.GetName() );
+ pKV->SetString( "players", CFmtStr( "%d/%d", s.server.m_nPlayers, s.server.m_nMaxPlayers ) );
+ pServerPanel->SetServerInfo( pKV, idxMap, 0 );
+ pKV->deleteThis();
+ pServerPanel->InvalidateLayout();
+ pServerPanel->SetVisible( true );
+ m_pServerListPanel->AddItem( NULL, pServerPanel );
+
+ // We need to reset the proportional flag again because the AddItem() call does a SetParent()
+ // call which copies the parent's proportional setting to the panel being added
+ pServerPanel->SetProportional( false );
+ }
+ m_pServerListPanel->InvalidateLayout( false, true );
+ }
+ }
+
+ void ApplySchemeSettings( vgui::IScheme *pScheme )
+ {
+ CGenericWaitingDialog::ApplySchemeSettings( pScheme );
+
+ m_pBusyContainer = dynamic_cast< vgui::EditablePanel* >( FindChildByName( "BusyContainer" ) );
+ m_pResultsContainer = dynamic_cast< vgui::EditablePanel* >( FindChildByName( "ResultsContainer" ) );
+ if ( m_pBusyContainer == NULL || m_pResultsContainer == NULL )
+ {
+ Assert( m_pBusyContainer );
+ Assert( m_pResultsContainer );
+ return;
+ }
+ m_pBusyContainer->SetVisible( true );
+ m_pResultsContainer->SetVisible( false );
+ m_pServerListPanel = dynamic_cast< vgui::PanelListPanel* >( m_pResultsContainer->FindChildByName( "ServerList" ) ); Assert( m_pServerListPanel );
+ if ( m_pServerListPanel )
+ m_pServerListPanel->SetFirstColumnWidth( 0 );
+ m_pProgressBar = dynamic_cast< vgui::ProgressBar* >( m_pBusyContainer->FindChildByName( "Progress" ) ); Assert( m_pProgressBar );
+
+ vgui::Label *pTitle = dynamic_cast< vgui::Label* >( m_pBusyContainer->FindChildByName( "TitleLabel" ) ); Assert( pTitle );
+ if ( pTitle ) pTitle->SetText( m_bFeelingLucky ? "#TF_MM_WaitDialog_Title_FeelingLucky" : "#TF_MM_WaitDialog_Title_ShowServers" );
+
+ vgui::Panel *pPanel;
+ pPanel = m_pBusyContainer->FindChildByName( "CloseButton" ); Assert( pPanel );
+ if ( pPanel ) pPanel->AddActionSignalTarget( this );
+ pPanel = m_pResultsContainer->FindChildByName( "ConnectButton" ); Assert( pPanel );
+ if ( pPanel ) pPanel->AddActionSignalTarget( this );
+ pPanel = m_pResultsContainer->FindChildByName( "CancelButton" ); Assert( pPanel );
+ if ( pPanel ) pPanel->AddActionSignalTarget( this );
+ }
+
+ void ConnectToServer( uint32 iAddress, uint16 iPort )
+ {
+
+ SendStats( TF_Gamestats_QuickPlay_t::k_Result_TriedToConnect );
+
+ netadr_t address( iAddress, iPort );
+ Msg("Quickplay connecting to %s\n", address.ToString() );
+
+ // Close the window (and queue us for deletion), set our status
+ CloseMe();
+
+ // Find/add an entry in the list of recent servers
+ int iRecentIndex = FindRecentlyMatchedServer( iAddress, iPort );
+ if ( iRecentIndex < 0 )
+ {
+ iRecentIndex = s_vecRecentlyMatchedServers.AddToTail();
+ s_vecRecentlyMatchedServers[ iRecentIndex ].m_ip = iAddress;
+ s_vecRecentlyMatchedServers[ iRecentIndex ].m_port = iPort;
+ }
+
+ // Set time when we were matched to this server
+ s_vecRecentlyMatchedServers[ iRecentIndex ].m_timeMatched = CRTime::RTime32TimeCur();
+
+ const char *pszConnectCode = m_bFeelingLucky ? "quickplay" : "quickpick";
+ char command[256];
+ Q_snprintf( command, sizeof(command), "connect %s %s_%d\n", address.ToString(), pszConnectCode, g_iQuickplaySessionIndex );
+ engine->ClientCmd_Unrestricted( command );
+ }
+
+ void OnCommand( const char *pCommand )
+ {
+ if ( FStrEq( pCommand, "ConnectToServer" ) )
+ {
+ UserConnectToServer();
+ return;
+ }
+ BaseClass::OnCommand( pCommand );
+ }
+
+ virtual void OnUserClose()
+ {
+ SendStats( TF_Gamestats_QuickPlay_t::k_Result_UserCancel );
+ BaseClass::OnUserClose();
+ }
+
+protected:
+
+ enum EStep
+ {
+ k_EStep_GMSQuery, // We're waiting on the GMS to give us back some servers
+ k_EStep_GCScore, // We're waiting on the GC to send us back scores
+ k_EStep_SelectServerUI, // User wasn't feeling lucky, wanted to see his options first
+ k_EStep_PingCheckNotFull, // We're looking for the highest scores server that isn't full
+ k_EStep_Terminated, // We've been terminated and are waiting to die
+ };
+ EStep m_eCurrentStep;
+ bool m_bFeelingLucky;
+
+ CUtlMap< netadr_t, sortable_gameserveritem_t > m_mapServers;
+ HServerListRequest m_hServerListRequest;
+ HServerQuery m_hServerQueryRequest;
+ uint32 m_nAppID;
+ CBlacklistedServerManager m_blackList;
+ QuickplaySearchOptions m_options;
+ CUtlStringList m_vecStrRequiredTags;
+ CUtlStringList m_vecStrRejectTags;
+ float m_fHoursPlayed;
+ double m_timeGCScoreTimeout;
+ double m_timeGMSSearchStarted;
+ double m_timePingServerTimeout;
+ netadr_t m_adrCurrentPing;
+ vgui::EditablePanel *m_pBusyContainer;
+ vgui::EditablePanel *m_pResultsContainer;
+ vgui::PanelListPanel *m_pServerListPanel;
+ vgui::ProgressBar *m_pProgressBar;
+
+ // Piecewise linear data points for ping->score function
+ float m_fPingA, m_fPingAScore;
+ float m_fPingB, m_fPingBScore;
+ float m_fPingC, m_fPingCScore;
+ float m_fValveBonus;
+ float m_fNoobMapBonus;
+
+ // List of scores servers we will try to join (after confirming they are still
+ // OK), in order
+ CUtlSortVector<gameserver_ping_queue_entry_t, CGameServerItemSort> m_vecServerJoinQueue;
+
+ TF2ScoringNumbers_t m_ScoringNumbers;
+
+ TF_Gamestats_QuickPlay_t m_Stats;
+
+ void SendStats( TF_Gamestats_QuickPlay_t::eResult result )
+ {
+
+ // Set final result code
+ m_Stats.m_eResultCode = result;
+
+ // Duration of total process
+ m_Stats.m_fSearchTime = Plat_FloatTime() - m_timeGMSSearchStarted;
+
+ // Populate the server list
+ FOR_EACH_MAP( m_mapServers, i )
+ {
+ sortable_gameserveritem_t &item = m_mapServers[i];
+ TF_Gamestats_QuickPlay_t::Server_t &s = m_Stats.m_vecServers[m_Stats.m_vecServers.AddToTail()];
+ Assert( item.m_eStatus != TF_Gamestats_QuickPlay_t::k_Server_Invalid );
+ s.m_eStatus = item.m_eStatus;
+ s.m_ip = item.server.m_NetAdr.GetIP();
+ s.m_port = item.server.m_NetAdr.GetConnectionPort();
+ s.m_bSecure = item.server.m_bSecure;
+ s.m_bRegistered = item.m_bRegistered;
+ s.m_bValve = item.m_bValve;
+ s.m_nPlayers = item.server.m_nPlayers;
+ s.m_nMaxPlayers = item.server.m_nMaxPlayers;
+ s.m_sMapName = item.server.m_szMap;
+ s.m_sTags = item.server.m_szGameTags;
+ s.m_iPing = item.server.m_nPing;
+ s.m_bMapIsQuickPlayOK = s.m_bMapIsQuickPlayOK;
+ s.m_bMapIsNewUserFriendly = item.m_bNewUserFriendly;
+ s.m_fScoreClient = item.userScore;
+ s.m_fScoreServer = item.serverScore;
+ s.m_fScoreGC = item.m_fTotalScoreFromGC;
+ }
+
+ // Send em
+ C_CTF_GameStats.QuickplayResults( m_Stats );
+ }
+
+//
+// ISteamMatchmakingServerListResponse overrides
+//
+
+ virtual void ServerResponded( HServerListRequest hRequest, int iServer )
+ {
+ Assert( m_eCurrentStep == k_EStep_GMSQuery && m_hServerListRequest );
+ gameserveritem_t *server = steamapicontext->SteamMatchmakingServers()->GetServerDetails( hRequest, iServer );
+ if ( server )
+ {
+ ServerResponded( *server );
+ }
+ }
+
+ virtual void ServerFailedToRespond( HServerListRequest hRequest, int iServer )
+ {
+ // Should only happen during server list process, in which case we don't
+ // care. (We just won't add it to our list.)
+ Assert( m_eCurrentStep == k_EStep_GMSQuery && m_hServerListRequest );
+ }
+
+ virtual void RefreshComplete( HServerListRequest hRequest, EMatchMakingServerResponse response )
+ {
+ // Destroy our request. We'll pick up on this fact next time in Think()
+ // and send the best servers to the GC to be scored
+ Assert( m_eCurrentStep == k_EStep_GMSQuery && m_hServerListRequest );
+ DestroyServerListRequest();
+ }
+
+//
+// ISteamMatchmakingPingResponse overrides
+//
+
+ virtual void ServerResponded( gameserveritem_t &server )
+ {
+
+ // Ignore servers with bogus addres. Is this possible?
+ if ( !server.m_NetAdr.GetIP() || !server.m_NetAdr.GetConnectionPort() )
+ {
+ Assert( server.m_NetAdr.GetIP() && server.m_NetAdr.GetConnectionPort() );
+ return;
+ }
+
+ // Bogus steam ID?
+ if ( !server.m_steamID.IsValid() || !server.m_steamID.BGameServerAccount() || server.m_steamID.GetAccountID() == 0 )
+ {
+ TF_MATCHMAKING_SPEW( 2, "Quickplay ignoring gameserver at %s with invalid Steam ID %s", server.m_NetAdr.GetQueryAddressString(), server.m_steamID.Render() );
+ return;
+ }
+
+ //
+ // Filter the server
+ //
+ sortable_gameserveritem_t item;
+ item.server = server;
+ item.m_bNewUserFriendly = false;
+ // XXX(JohnS): This function is no longer available to clients with the matchmaking re-work. If we start using
+ // this UI for valve servers again we will need to fix this somehow.
+ // BIsIPInValveAddressSpace( item.server.m_NetAdr.GetIP() );
+ item.m_bValve = false;
+
+ // Parse out tags
+ CUtlStringList TagList; // auto-deletes strings on scope exit
+ if ( item.server.m_szGameTags && item.server.m_szGameTags[0] )
+ {
+ V_SplitString( item.server.m_szGameTags, ",", TagList );
+ }
+
+ // Check if the server is registered
+ item.m_bRegistered = BHasTag( TagList, "_registered" );
+
+ const SchemaMap_t *pMapInfo = GetItemSchema()->GetMapForName( item.server.m_szMap );
+ if ( pMapInfo != NULL )
+ {
+ item.m_bMapIsQuickPlayOK = true;
+ item.m_bNewUserFriendly = pMapInfo->eQuickplayType == kQuickplay_AllUsers;
+ }
+ else
+ {
+ item.m_bMapIsQuickPlayOK = false;
+ item.m_bNewUserFriendly = false;
+ }
+
+ // Joined recently?
+ CalculateRecentMatchPenalty( item );
+
+ // Do some basic filtering. We put an extremely low score in there if the server fails
+ // to match the criteria. The actual value isn't important here, but it's handy to have
+ // different values for different failure criteria for stats.
+ int failureCodes = 0;
+ if ( !PassesFilter( item.server ) ) failureCodes |= (1<<15);
+ if ( !HasAppropriateTags(TagList) ) failureCodes |= (1<<14);
+ if ( pMapInfo == NULL )
+ failureCodes |= (1<<13); // unknown map
+ else
+ {
+
+ // Map is known to us, make sure it matches search criteria
+ switch ( m_options.m_eSelectedGameType )
+ {
+ case kGameCategory_EventMix:
+ if ( pMapInfo->eGameCategory != kGameCategory_EventMix && pMapInfo->eGameCategory != kGameCategory_Event247 )
+ failureCodes |= (1<<12);
+ break;
+
+ case kGameCategory_Quickplay:
+ // Any map that's in the list will do
+ break;
+
+ default:
+ // Must match requested game mode
+ if ( pMapInfo->eGameCategory != m_options.m_eSelectedGameType )
+ failureCodes |= (1<<12);
+ }
+ }
+ if ( server.m_nPlayers >= server.m_nMaxPlayers ) failureCodes |= (1<<11);
+ if ( m_blackList.IsServerBlacklisted( server ) ) failureCodes |= (1<<10);
+
+ if ( failureCodes != 0 )
+ {
+ item.serverScore = item.userScore = -(float)failureCodes;
+ item.m_eStatus = TF_Gamestats_QuickPlay_t::k_Server_Ineligible;
+
+ // Check for certain failures that a valve server should never have
+ if ( item.m_bValve && ( failureCodes & ( (1<<15) | (1<<14) | (1<<13) ) ) )
+ {
+ Warning( "Valve-hosted server '%s' does not meet quickplay criteria?\n", server.GetName() );
+ }
+ }
+ else
+ {
+ // Server pases basic filters and should be scored
+ item.m_eStatus = TF_Gamestats_QuickPlay_t::k_Server_Eligible;
+
+ // Start a score based only on the server, not on us
+ int nHumans = item.server.m_nPlayers - item.server.m_nBotPlayers;
+ int nNumInSearchParty = 1; // we are a party of 1
+ item.serverScore = QuickplayCalculateServerScore( nHumans, item.server.m_nBotPlayers, item.server.m_nMaxPlayers, nNumInSearchParty );
+ item.serverScore += 6.0f; // !KLUDGE! Add offset to keep score ranges comparable with historical norms. (We used to give bonuses for some things we now simply require.)
+
+ // Start calculating score based on our own data
+ item.userScore = 0.0f;
+
+ // Evaluate piecewise linear ping->score function
+ float fPing = (float)item.server.m_nPing;
+ float fPingScore = 0.0f;
+ if ( fPing < m_fPingA )
+ {
+ fPingScore = lerp( 0.0f, 1.0f, m_fPingA, m_fPingAScore, fPing );
+ }
+ else if ( fPing < m_fPingB )
+ {
+ fPingScore = lerp( m_fPingA, m_fPingAScore, m_fPingB, m_fPingCScore, fPing );
+ }
+ else
+ {
+ // note: This continues to get worse and worse if the ping > pingC
+ fPingScore = lerp( m_fPingB, m_fPingBScore, m_fPingC, m_fPingCScore, fPing );
+ }
+ item.userScore += fPingScore;
+
+ // Give a bonus to valve servers
+ if ( item.m_bValve )
+ {
+ item.userScore += m_fValveBonus;
+ }
+
+ // weight "newbie" servers a higher
+ if ( item.m_bNewUserFriendly )
+ {
+ item.userScore += m_fNoobMapBonus;
+ }
+
+ // Add in recently-joined cooldown factor
+ item.userScore -= item.m_fRecentMatchPenalty;
+
+ // Penalty for rule changes
+ //item.userScore -= QuickplayCalculateRuleChangePenalty( TagList );
+
+ //
+ // Experiment
+ //
+ switch ( m_ScoringNumbers.m_eExperimentGroup )
+ {
+ default:
+ Assert( !"Bogus experiment group" );
+ case TF2ScoringNumbers_t::k_ExperimentGroup_Experiment1_Control:
+ case TF2ScoringNumbers_t::k_ExperimentGroup_Experiment1_ValveBiasInactive:
+ case TF2ScoringNumbers_t::k_ExperimentGroup_Experiment1_CommunityBiasInactive:
+ // No modifications
+ break;
+
+ case TF2ScoringNumbers_t::k_ExperimentGroup_Experiment1_ValveBias:
+
+ // Give valve servers with a good ping a significant bonus
+ item.userScore -= 1.0f;
+ if ( item.m_bValve )
+ {
+ item.userScore += fPingScore;
+ }
+ break;
+
+ case TF2ScoringNumbers_t::k_ExperimentGroup_Experiment1_CommunityBias:
+
+ // Give community servers with a good ping a significant bonus
+ item.userScore -= 1.0f;
+ if ( !item.m_bValve )
+ {
+ item.userScore += fPingScore;
+ }
+ break;
+ }
+ }
+
+ netadr_t netAdr( server.m_NetAdr.GetIP(), server.m_NetAdr.GetConnectionPort() );
+
+ // Are we still in the initial pass, or are we pinging servers?
+ if ( m_eCurrentStep == k_EStep_GMSQuery )
+ {
+
+ // Insert/update our server map
+ m_mapServers.InsertOrReplace( netAdr, item );
+ }
+ else if ( m_eCurrentStep == k_EStep_PingCheckNotFull || m_eCurrentStep == k_EStep_SelectServerUI )
+ {
+
+ // It had better be from who we expect
+ if ( netAdr.GetIPNetworkByteOrder() != m_adrCurrentPing.GetIPNetworkByteOrder() || netAdr.GetPort() != m_adrCurrentPing.GetPort() )
+ {
+ // Of course, we could receive a packet on the network at any
+ // time. But we expect the steam API's to deal with that.
+ // But still, just in case....
+ Warning( "Received unexpected server ping from %s\n", netAdr.ToString() );
+ }
+ else
+ {
+
+ // !TEST! Simulate server filling up
+ //failureCodes |= (1<<11);
+
+ // Find it in the server list; update the result
+ int iServerIndex = m_mapServers.Find( m_adrCurrentPing );
+ Assert( m_mapServers.IsValidIndex(iServerIndex) );
+
+ if ( failureCodes == 0 )
+ {
+ if ( m_mapServers.IsValidIndex(iServerIndex) )
+ {
+ Assert( m_mapServers[iServerIndex].m_eStatus == TF_Gamestats_QuickPlay_t::k_Server_Pinged );
+ m_mapServers[iServerIndex].m_eStatus = TF_Gamestats_QuickPlay_t::k_Server_Connected;
+ }
+
+ // Still joinable. JOIN IT!
+ TF_MATCHMAKING_SPEW(2, "Reply ping from %s. Client score is now %.02f.\n", netAdr.ToString(), item.TotalScore() );
+ ConnectToServer( netAdr.GetIPHostByteOrder(), netAdr.GetPort() );
+ }
+ else
+ {
+ if ( m_mapServers.IsValidIndex(iServerIndex) )
+ {
+ Assert( m_mapServers[iServerIndex].m_eStatus == TF_Gamestats_QuickPlay_t::k_Server_Pinged );
+ m_mapServers[iServerIndex].m_eStatus = TF_Gamestats_QuickPlay_t::k_Server_PingIneligible;
+ }
+
+ // We missed the window of opportunity.
+ // Move on to our next best choice
+ TF_MATCHMAKING_SPEW(2, "Reply ping from %s, but no longer joinable!\n", netAdr.ToString() );
+ if ( m_eCurrentStep == k_EStep_SelectServerUI )
+ {
+ if ( failureCodes & (1<<11) )
+ QuickpickPingFailed( "#TF_Quickplay_SelectedServer_Full" );
+ else
+ QuickpickPingFailed( "#TF_Quickplay_SelectedServer_NoLongerMeetsCriteria" );
+ }
+ else
+ {
+ PingNextBestServer();
+ }
+ }
+ }
+ }
+ else
+ {
+ // Eh?
+ Assert( false );
+ }
+ }
+
+ virtual void ServerFailedToRespond()
+ {
+ if ( m_eCurrentStep == k_EStep_PingCheckNotFull || m_eCurrentStep == k_EStep_SelectServerUI )
+ {
+ TF_MATCHMAKING_SPEW(2, "Timeout waiting on ping reply from %s.\n", m_adrCurrentPing.ToString() );
+
+ // Find it in the server list; record the failure result
+ int iServerIndex = m_mapServers.Find( m_adrCurrentPing );
+ if ( m_mapServers.IsValidIndex(iServerIndex) )
+ {
+ Assert( m_mapServers[iServerIndex].m_eStatus == TF_Gamestats_QuickPlay_t::k_Server_Pinged );
+ m_mapServers[iServerIndex].m_eStatus = TF_Gamestats_QuickPlay_t::k_Server_PingTimedOut;
+ }
+ else
+ {
+ // Wat.
+ Assert( m_mapServers.IsValidIndex(iServerIndex) );
+ }
+
+ if ( m_eCurrentStep == k_EStep_SelectServerUI )
+ {
+ QuickpickPingFailed( "#TF_Quickplay_SelectedServer_Timeout" );
+ }
+ else
+ {
+ PingNextBestServer();
+ }
+ }
+ else
+ {
+ // We can get some timeouts after we've finished, during cleanup.
+ // Just ignore it
+ Assert( m_eCurrentStep == k_EStep_Terminated );
+ }
+ }
+
+//
+// Internal members
+//
+ bool HasAppropriateTags( const CUtlStringList &TagList )
+ {
+ FOR_EACH_VEC( m_vecStrRequiredTags, idx )
+ {
+ if ( !BHasTag( TagList, m_vecStrRequiredTags[idx] ) )
+ return false;
+ }
+ FOR_EACH_VEC( m_vecStrRejectTags, idx )
+ {
+ if ( BHasTag( TagList, m_vecStrRejectTags[idx] ) )
+ return false;
+ }
+ return true;
+ }
+
+ void DestroyServerListRequest()
+ {
+ if ( m_hServerListRequest )
+ {
+ steamapicontext->SteamMatchmakingServers()->ReleaseRequest( m_hServerListRequest );
+ m_hServerListRequest = NULL;
+ }
+ }
+
+ void DestroyServerQueryRequest()
+ {
+ if ( m_hServerQueryRequest != HSERVERQUERY_INVALID )
+ {
+ steamapicontext->SteamMatchmakingServers()->CancelServerQuery( m_hServerQueryRequest );
+ m_hServerQueryRequest = HSERVERQUERY_INVALID;
+ }
+ }
+
+ static void AddFilter( CUtlVector<MatchMakingKeyValuePair_t> &vecServerFilters, const char *pchKey, const char *pchValue )
+ {
+ // @note Tom Bui: this is to get around the linker error where we don't like strncpy in MatchMakingKeyValuePair_t's constructor!
+ int idx = vecServerFilters.AddToTail();
+ MatchMakingKeyValuePair_t &keyvalue = vecServerFilters[idx];
+ Q_strncpy( keyvalue.m_szKey, pchKey, sizeof( keyvalue.m_szKey ) );
+ Q_strncpy( keyvalue.m_szValue, pchValue, sizeof( keyvalue.m_szValue ) );
+ }
+
+ static void AddMapsFilter( CUtlVector<MatchMakingKeyValuePair_t> &vecServerFilters, EGameCategory t )
+ {
+ CUtlString sMapList;
+ for ( int i = 0 ; i < GetItemSchema()->GetMapCount() ; ++i )
+ {
+ const SchemaMap_t& map = GetItemSchema()->GetMapForIndex( i );
+ int mapType = map.eGameCategory;
+ if ( ( mapType == t ) || ( ( mapType == kGameCategory_Event247 ) && ( t == kGameCategory_EventMix ) ) )
+ {
+ if ( !sMapList.IsEmpty() )
+ {
+ sMapList.Append( "," );
+ }
+ sMapList.Append( map.pszMapName );
+ }
+ }
+ MatchMakingKeyValuePair_t kludge;
+ if ( sMapList.Length() < sizeof( kludge.m_szValue ) )
+ {
+ AddFilter( vecServerFilters, "map", sMapList );
+ }
+ else
+ {
+ Warning( "List of map names too long for this game mode, cannot filter on server side!\n" );
+ Assert( false );
+ }
+ }
+
+ bool PassesFilter( const gameserveritem_t &server )
+ {
+ if ( server.m_nAppID != m_nAppID )
+ {
+ // This should be filtered by the steam matchmaking servers API
+ AssertMsg( server.m_nAppID == 0, "Got back server with wrong APP ID?" );
+ return false;
+ }
+
+ if ( server.m_bPassword )
+ return false;
+
+ if ( GetUniverse() == k_EUniversePublic )
+ {
+ if ( server.m_bSecure == false )
+ return false;
+ }
+
+ if ( server.m_nMaxPlayers > kTFQuickPlayMaxPlayers )
+ return false;
+ if ( server.m_nMaxPlayers < kTFQuickPlayMinMaxNumberOfPlayers )
+ return false;
+ switch ( m_options.m_eMaxPlayers )
+ {
+ case QuickplaySearchOptions::eMaxPlayers24:
+ if ( server.m_nMaxPlayers != 24 )
+ return false;
+ break;
+
+ case QuickplaySearchOptions::eMaxPlayers30Plus:
+ if ( server.m_nMaxPlayers < 30 )
+ return false;
+ break;
+
+ default:
+ Assert( false );
+ case QuickplaySearchOptions::eMaxPlayersDontCare:
+ break;
+ }
+
+ if ( server.m_steamID.BGameServerAccount() == false )
+ return false;
+
+ return true;
+ }
+
+ void CalculateRecentMatchPenalty( sortable_gameserveritem_t &item )
+ {
+ // Hysteresis
+ int iRecentIndex = FindRecentlyMatchedServer( item.server.m_NetAdr.GetIP(), item.server.m_NetAdr.GetConnectionPort() );
+ item.m_fRecentMatchPenalty = 0.0f;
+ if ( iRecentIndex >= 0 )
+ {
+ float fAge = (float)(CRTime::RTime32TimeCur() - s_vecRecentlyMatchedServers[iRecentIndex].m_timeMatched);
+ if ( fAge < 0.0f )
+ {
+ // Time running in reverse?!
+ Assert( fAge >= 0.0f );
+ }
+ else
+ {
+ float fCooldownTime = tf_matchmaking_retry_cooldown_seconds.GetFloat();
+ Assert( fCooldownTime > 0.0f );
+ if ( fCooldownTime > 0.0f ) // 0 can be used to turn this off, but then all the entries should immediately expire and we shouldn't be here...
+ {
+ float fAgePct = MIN( fAge / fCooldownTime, 1.0f );
+ item.m_fRecentMatchPenalty = (1.0f - fAgePct) * tf_matchmaking_retry_max_penalty.GetFloat();
+ }
+ }
+ }
+ }
+
+ virtual void OnThink()
+ {
+ BaseClass::OnThink();
+
+ double currentTime = Plat_FloatTime();
+
+ // Do work, depending on the current step
+ switch ( m_eCurrentStep )
+ {
+ case k_EStep_GMSQuery:
+ CheckSendScoresToGC();
+ break;
+
+ case k_EStep_GCScore:
+ // Check for timeout
+ Assert( m_timeGCScoreTimeout > 0.0 );
+ if ( currentTime > m_timeGCScoreTimeout )
+ {
+
+ // Well, we never heard back from the GC. But we needn't let that stop us.
+ // We have quite a bit of data, let's just go with what we have, rather
+ // than totally failing
+ C_CTFGameStats::ImmediateWriteInterfaceEvent( "response(quickplay)", "gc_score_timeout" );
+ Warning( "Timed out waiting to get scores back from GC, proceding without reputation data.\n" );
+
+ CMsgTFQuickplay_ScoreServersResponse emptyMsg;
+ OnReceivedGCScores( emptyMsg );
+ }
+ break;
+
+ case k_EStep_SelectServerUI:
+ // !FIXME! Ping servers every now and then and remove the full ones?
+ break;
+
+ case k_EStep_PingCheckNotFull:
+
+ // Do our own timeout processing
+ Assert( m_hServerQueryRequest != HSERVERQUERY_INVALID );
+ if ( currentTime > m_timePingServerTimeout || m_hServerQueryRequest == HSERVERQUERY_INVALID )
+ {
+ ServerFailedToRespond();
+ }
+ break;
+
+ case k_EStep_Terminated:
+ // Just wait to die
+ break;
+
+ default:
+ Assert( false );
+ SendStats( TF_Gamestats_QuickPlay_t::k_Result_InternalError );
+ GenericFailure();
+ break;
+ }
+ }
+
+ // Called when we're done, just before we go on to wherever we're going next
+ void CloseMe()
+ {
+ m_eCurrentStep = k_EStep_Terminated;
+ DestroyServerListRequest();
+ DestroyServerQueryRequest();
+ CloseWaitingDialog();
+ }
+
+ virtual void GenericFailure()
+ {
+ CloseMe();
+ ShowMessageBox( "#TF_MM_GenericFailure_Title", "#TF_MM_GenericFailure", "#GameUI_OK", &OpenQuickplayDialogCallback );
+ }
+
+ virtual void NoServersFoundFailure()
+ {
+ CloseMe();
+ ShowMessageBox( "#TF_MM_ResultsDialog_Title", "#TF_MM_ResultsDialog_ServerNotFound", "#GameUI_OK", &OpenQuickplayDialogCallback );
+ }
+
+ void CheckSendScoresToGC()
+ {
+
+ // How long have we been searching?
+ Assert( m_timeGMSSearchStarted > 0.0 );
+ float fSearchDuration = Plat_FloatTime() - m_timeGMSSearchStarted;
+
+ // Get a list of all the servers worth joining, and sort them
+ float fScoreThreshold = 1.0f; // !FIXME! Put into convar
+ CUtlSortVector< sortable_gameserveritem_t *, CGameServerItemSort > vecGameServers;
+ FOR_EACH_MAP_FAST( m_mapServers, idx )
+ {
+ sortable_gameserveritem_t *pItem = &m_mapServers[idx];
+ if ( pItem->TotalScore() > fScoreThreshold )
+ {
+ vecGameServers.InsertNoSort( pItem );
+ }
+ }
+ vecGameServers.RedoSort();
+
+ // See how long we've been searching, relative to the max time
+ Assert( tf_matchmaking_max_search_time.GetFloat() > 0.0 ); // don't be dumb
+ float fSearchTimePct = fSearchDuration / tf_matchmaking_max_search_time.GetFloat();
+
+ // Give up based on sheer timeout?
+ if ( fSearchTimePct > 1.0 )
+ {
+ // Time to give up
+ TF_MATCHMAKING_SPEW(1, "Quickplay GMS search timed out. We'll go with what we've found so far.\n" );
+ DestroyServerListRequest();
+ }
+
+ // Check if we should keep searching
+ if ( m_hServerListRequest )
+ {
+
+ // Determine "good enough" tolerances
+ float fScoreLo = Lerp( fSearchTimePct, tf_matchmaking_goodenough_score_start.GetFloat(), tf_matchmaking_goodenough_score_end.GetFloat() );
+ float fCountLo = Lerp( fSearchTimePct, tf_matchmaking_goodenough_count_start.GetFloat(), tf_matchmaking_goodenough_count_end.GetFloat() );
+ //float fScoreHi = Lerp( fSearchTimePct, tf_matchmaking_goodenough_hi_score_start.GetFloat(), tf_matchmaking_goodenough_hi_score_end.GetFloat() );
+ //float fCountHi = Lerp( fSearchTimePct, tf_matchmaking_goodenough_hi_count_start.GetFloat(), tf_matchmaking_goodenough_hi_count_end.GetFloat() );
+
+ // !TEST! Hack this to force us to just show some servers
+ //fScoreLo = 3.0f;
+ //fCountLo = 10.0f;
+
+ // Now scan list to see if we have enough results at this point
+ int iGoodEnoughCount = 0;
+ for ( iGoodEnoughCount = 0 ; iGoodEnoughCount < vecGameServers.Count() ; ++iGoodEnoughCount)
+ {
+ sortable_gameserveritem_t *pItem = vecGameServers[ iGoodEnoughCount ];
+ if ( pItem->TotalScore() < fScoreLo )
+ {
+ // This guy and all subsequent ones don't meet the criteria.
+ break;
+ }
+ Assert( pItem->m_eStatus == TF_Gamestats_QuickPlay_t::k_Server_Eligible );
+ }
+
+ // See how many more are eligible, just not meeting our criteria to terminate the search
+ int iEligibleCount = iGoodEnoughCount;
+ while ( iEligibleCount < vecGameServers.Count() && vecGameServers[iEligibleCount]->m_eStatus > TF_Gamestats_QuickPlay_t::k_Server_Ineligible )
+ {
+ Assert( vecGameServers[iEligibleCount]->m_eStatus == TF_Gamestats_QuickPlay_t::k_Server_Eligible );
+ ++iEligibleCount;
+ }
+
+ // Update the dialog
+ if ( m_pBusyContainer )
+ {
+ locchar_t wszValue[64];
+ locchar_t wszText[256];
+ loc_sprintf_safe( wszValue, LOCCHAR( "%u" ), iEligibleCount );
+ g_pVGuiLocalize->ConstructString_safe( wszText, g_pVGuiLocalize->Find( "#TF_Quickplay_NumGames" ), 1, wszValue );
+ m_pBusyContainer->SetDialogVariable( "numservers", wszText );
+ }
+
+ // Found enough good servers to bail now?
+ if ( iGoodEnoughCount >= (int)(fCountLo + 0.5f) )
+ {
+ TF_MATCHMAKING_SPEW(1, "Quickplay initial search: %d servers with scores %.2f or better. Good enough...proceeding to backend scoring.\n", iGoodEnoughCount, fScoreLo );
+ }
+ else
+ {
+ // We haven't found enough good servers. Update progress indicator
+ // to show that we're doing something
+ if ( m_pProgressBar )
+ {
+ // Determine percentage completion based on "good enough" criteria.
+ float fGoodEnoughPct = (float)iGoodEnoughCount / (float)fCountLo;
+
+ // Use max of this indicator, or basic timeout. That way,
+ // there is always some motion on the progress bar
+ float fProgressPct = MAX( fGoodEnoughPct, fSearchTimePct );
+
+ // Set it
+ m_pProgressBar->SetProgress( fProgressPct );
+ }
+
+ // Keep searching
+ return;
+ }
+
+ // OK, we think we've got enough decent servers to see what the GC thinks.
+ // No need to keep talking to the GMS
+ DestroyServerListRequest();
+ }
+
+ // Set progress bar to 100%
+ if ( m_pProgressBar )
+ {
+ m_pProgressBar->SetProgress( 1.0f );
+ }
+
+ // Decide how many to score.
+ const int iNumServersToScore = MIN( vecGameServers.Count(), kTFMaxQuickPlayServersToScore );
+
+ //
+ // Dump some debug stuff to the console
+ //
+ TF_MATCHMAKING_SPEW( 1, "Quickplay client scoring\n" );
+ TF_MATCHMAKING_SPEW( 1, "Selected game mode: %d\n", m_options.m_eSelectedGameType );
+ TF_MATCHMAKING_SPEW( 1, "Hours played: %.1f\n", m_fHoursPlayed );
+ TF_MATCHMAKING_SPEW( 1, "Valve server bonus: %.2f, noob map bonus: %.2f\n", m_fValveBonus, m_fNoobMapBonus );
+ TF_MATCHMAKING_SPEW( 1, "Search duration: %.1f\n", fSearchDuration );
+ TF_MATCHMAKING_SPEW( 1, "Found %d total servers, %d met minimum score threshold, %d will be sent to GC for scoring\n", m_mapServers.Count(), vecGameServers.Count(), iNumServersToScore );
+ CUtlSortVector< sortable_gameserveritem_t *, CGameServerItemSort > vecGameServersToPrint;
+ if ( tf_matchmaking_debug.GetInt() >= 4 )
+ {
+ FOR_EACH_MAP_FAST( m_mapServers, idx )
+ {
+ vecGameServersToPrint.InsertNoSort( &m_mapServers[idx] );
+ }
+ }
+ else if ( tf_matchmaking_debug.GetInt() >= 3 )
+ {
+ for ( int i = 0 ; i < vecGameServers.Count() ; ++i)
+ {
+ vecGameServersToPrint.InsertNoSort( vecGameServers[i] );
+ }
+ }
+ else if ( tf_matchmaking_debug.GetInt() >= 2 )
+ {
+ for ( int i = 0 ; i < iNumServersToScore ; ++i)
+ {
+ vecGameServersToPrint.InsertNoSort( vecGameServers[i] );
+ }
+ }
+ if ( vecGameServersToPrint.Count() > 0 )
+ {
+ vecGameServersToPrint.RedoSort();
+ Msg( "Name, address, numplayers, maxplayers, ping, new user friendly, registered, valve, recent match penalty, user score, server score, total score, steamID, map, tags\n" );
+
+ // Print in reverse order --- the bottom is the most interesting part and the log usually scrolls.
+ // Anybody looking at a file can pull it into excel and sort however they want
+ for ( int i = vecGameServersToPrint.Count()-1 ; i >=0 ; --i )
+ {
+ sortable_gameserveritem_t &item = *vecGameServersToPrint[i];
+ Msg( "\"%s\",\"%s\",%d,%d,%d,%d,%d,%d,%.2f,%7.4f,%7.4f,%7.4f,\"%s\",\"%s\",\"%s\"\n",
+ item.server.GetName(),
+ item.server.m_NetAdr.GetConnectionAddressString(),
+ item.server.m_nPlayers - item.server.m_nBotPlayers, item.server.m_nMaxPlayers, item.server.m_nPing,
+ item.m_bNewUserFriendly ? 1 : 0,
+ item.m_bRegistered ? 1 : 0,
+ item.m_bValve ? 1 : 0,
+ item.m_fRecentMatchPenalty,
+ item.userScore, item.serverScore, item.serverScore+item.userScore,
+ item.server.m_steamID.Render(),
+ item.server.m_szMap,
+ item.server.m_szGameTags
+ );
+ }
+ }
+
+ // *NOW* Check for failure. (We waited until now, so we can properly log it.)
+ if ( iNumServersToScore <= 0 )
+ {
+ C_CTFGameStats::ImmediateWriteInterfaceEvent( "response(quickplay)", "servers_not_found" );
+ SendStats( m_mapServers.Count() > 0 ?
+ TF_Gamestats_QuickPlay_t::k_Result_NoServersMetCrtieria :
+ TF_Gamestats_QuickPlay_t::k_Result_NoServersFound );
+ NoServersFoundFailure();
+ return;
+ }
+
+ // send message to GC
+ GCSDK::CProtoBufMsg< CMsgTFQuickplay_ScoreServers > msg( k_EMsgGC_QP_ScoreServers );
+ for ( int i = 0; i < iNumServersToScore; ++i )
+ {
+ sortable_gameserveritem_t *pItem = vecGameServers[i];
+ gameserveritem_t &server = pItem->server;
+ Assert( pItem->m_eStatus == TF_Gamestats_QuickPlay_t::k_Server_Eligible );
+ pItem->m_eStatus = TF_Gamestats_QuickPlay_t::k_Server_RequestedScore;
+ CMsgTFQuickplay_ScoreServers_ServerInfo *pServerInfo = msg.Body().add_servers();
+ pServerInfo->set_server_address( server.m_NetAdr.GetIP() );
+ pServerInfo->set_server_port( server.m_NetAdr.GetConnectionPort() );
+ pServerInfo->set_num_users( server.m_nPlayers - server.m_nBotPlayers );
+ pServerInfo->set_max_users( server.m_nMaxPlayers );
+ pServerInfo->set_user_score( pItem->userScore );
+ pServerInfo->set_steam_id( server.m_steamID.ConvertToUint64() );
+ }
+
+ m_eCurrentStep = k_EStep_GCScore;
+
+ //// !TEST! Skip scoring
+ //CMsgTFQuickplay_ScoreServersResponse emptyMsg;
+ //OnReceivedGCScores( emptyMsg );
+ //return;
+
+ GCClientSystem()->BSendMessage( msg );
+
+ // Give the GC some time to respond. It usually wil respond very quickly
+ m_timeGCScoreTimeout = Plat_FloatTime() + 10.0f;
+ }
+
+ void UserConnectToServer()
+ {
+ Assert( m_eCurrentStep == k_EStep_SelectServerUI );
+ if ( m_adrCurrentPing.IsValid() )
+ return;
+ CQuickListPanel *pPanel = dynamic_cast<CQuickListPanel*>( m_pServerListPanel->GetSelectedPanel() );
+ if ( pPanel == NULL )
+ return;
+ int idx = pPanel->GetListID();
+ m_adrCurrentPing = m_mapServers.Key( idx );
+ PingServer();
+ }
+
+ void QuickpickPingFailed( const char *pszLocTok )
+ {
+ ShowMessageBox( "#TF_Quickplay_Error", pszLocTok, "#GameUI_OK" );
+
+ // Remove this guy
+ for ( int i = 0 ; i < m_vecServerJoinQueue.Count() ; ++i )
+ {
+ if ( m_vecServerJoinQueue[i].m_adr == m_adrCurrentPing )
+ {
+ m_vecServerJoinQueue.Remove(i);
+ if ( m_pServerListPanel )
+ m_pServerListPanel->RemoveItem(i);
+ break;
+ }
+ }
+
+ m_adrCurrentPing.Clear();
+
+ // !KLUDGE! If the list goes empty, then just act like they hit ESC.
+ if ( m_pServerListPanel && m_pServerListPanel->GetItemCount() == 0 )
+ OnCommand( "user_close" );
+ }
+
+ void PingNextBestServer()
+ {
+ Assert( m_eCurrentStep == k_EStep_PingCheckNotFull );
+
+ // If we already have any ping activity going, cancel it. (We shouldn't)
+ DestroyServerQueryRequest();
+
+ // Any more options to try?
+ if ( m_vecServerJoinQueue.Count() < 1 )
+ {
+ TF_MATCHMAKING_SPEW( 1, "No more scored servers left to ping. We failed!\n" );
+ SendStats( TF_Gamestats_QuickPlay_t::k_Result_FinalPingFailed );
+ NoServersFoundFailure();
+ return;
+ }
+
+ // Remove the next address from the queue
+ m_adrCurrentPing = m_vecServerJoinQueue[0].m_adr;
+ m_vecServerJoinQueue.Remove( 0 );
+
+ // Do it
+ PingServer();
+ }
+
+ void PingServer()
+ {
+ // If we already have any ping activity going, cancel it. (We shouldn't)
+ DestroyServerQueryRequest();
+
+ // Find it in the server list; mark it as being pinged
+ int iServerIndex = m_mapServers.Find( m_adrCurrentPing );
+ if ( m_mapServers.IsValidIndex(iServerIndex) )
+ {
+ Assert( m_mapServers[iServerIndex].m_eStatus >= TF_Gamestats_QuickPlay_t::k_Server_Eligible );
+ m_mapServers[iServerIndex].m_eStatus = TF_Gamestats_QuickPlay_t::k_Server_Pinged;
+ }
+ else
+ {
+ // Wat.
+ Assert( m_mapServers.IsValidIndex(iServerIndex) );
+ }
+
+ // Send the ping
+ TF_MATCHMAKING_SPEW( 2, "Pinging %s\n", m_adrCurrentPing.ToString() );
+ m_hServerQueryRequest = steamapicontext->SteamMatchmakingServers()->PingServer( m_adrCurrentPing.GetIPHostByteOrder(), m_adrCurrentPing.GetPort(), this );
+ Assert( m_hServerQueryRequest != HSERVERQUERY_INVALID );
+
+ // Set timeout. Since we've already pinged them once
+ // fairly recently, and we are considering joining this
+ // server, we don't want to wait around forever. They
+ // should reply to the ping pretty quickly or let's
+ // not join them.
+ m_timePingServerTimeout = Plat_FloatTime() + 1.0;
+ }
+
+ virtual void OnKeyCodeTyped( vgui::KeyCode code )
+ {
+ if( code == KEY_ESCAPE )
+ {
+ OnCommand( "user_close" );
+ }
+ else
+ {
+ BaseClass::OnKeyCodeTyped( code );
+ }
+ }
+
+};
+
+class CStandaloneQuickplayMenu : public CQuickplayWaitDialog
+{
+ DECLARE_CLASS_SIMPLE( CStandaloneQuickplayMenu, CQuickplayWaitDialog );
+public:
+ CStandaloneQuickplayMenu( bool bFeelingLucky, const QuickplaySearchOptions &opt )
+ : BaseClass( bFeelingLucky, opt )
+ {}
+
+ virtual void GenericFailure() OVERRIDE
+ {
+ CloseMe();
+ ShowMessageBox( "#TF_MM_GenericFailure_Title", "#TF_MM_GenericFailure", "#GameUI_OK", NULL );
+ }
+
+ virtual void NoServersFoundFailure() OVERRIDE
+ {
+ CloseMe();
+ ShowMessageBox( "#TF_MM_ResultsDialog_Title", "#TF_MM_ResultsDialog_ServerNotFound", "#GameUI_OK", NULL );
+ }
+};
+
+//-----------------------------------------------------------------------------
+// Purpose: Quickplay Dialog
+//-----------------------------------------------------------------------------
+ConVar tf_quickplay_lastviewedmode( "tf_quickplay_lastviewedmode", "0", FCVAR_CLIENTDLL | FCVAR_ARCHIVE );
+
+CQuickplayPanelBase::CQuickplayPanelBase( vgui::Panel *parent, const char *name )
+: vgui::EditablePanel( parent, name )
+, m_iCurrentItem( 0 )
+, m_pContainer( NULL )
+, m_bSetInitialSelection( false )
+, m_pPrevPageButton( NULL )
+, m_pNextPageButton( NULL )
+, m_bShowRandomOption( true )
+, m_pSimplifiedOptionsContainer( NULL )
+, m_pAdvOptionsContainer( NULL )
+{
+ vgui::HScheme scheme = vgui::scheme()->LoadSchemeFromFileEx( enginevgui->GetPanel( PANEL_CLIENTDLL ), "resource/ClientScheme.res", "ClientScheme" );
+ SetScheme(scheme);
+ SetProportional( true );
+}
+CQuickplayPanelBase::~CQuickplayPanelBase()
+{
+ vgui::ivgui()->RemoveTickSignal( GetVPanel() );
+}
+
+void CQuickplayPanelBase::ShowItemByGameType( EGameCategory type )
+{
+ for ( int i = 0 ; i < m_vecItems.Count() ; ++i )
+ {
+ if ( m_vecItems[i].gameType == type )
+ {
+ ShowItemByIndex( i );
+ return;
+ }
+ }
+
+ AssertMsg1( false, "Bogus quickplay type %d", type );
+}
+
+void CQuickplayPanelBase::ShowItemByIndex( int iItem )
+{
+ Assert( iItem >= 0 );
+ Assert( iItem < m_vecItems.Size() );
+ m_iCurrentItem = iItem;
+
+ QuickplayItem &item = m_vecItems[ m_iCurrentItem ];
+
+ if ( m_pGameModeInfoContainer )
+ {
+ m_pGameModeInfoContainer->SetDialogVariable( "gametype", g_pVGuiLocalize->Find( item.pTitle ) );
+ m_pGameModeInfoContainer->SetDialogVariable( "description", g_pVGuiLocalize->Find( item.pDescription ) );
+ m_pGameModeInfoContainer->SetDialogVariable( "complexity", g_pVGuiLocalize->Find( item.pComplexity ) );
+
+ if ( m_pMoreInfoContainer )
+ m_pMoreInfoContainer->SetDialogVariable( "more_info", g_pVGuiLocalize->Find( item.pMoreInfo ) );
+
+ vgui::ImagePanel *pImage = dynamic_cast< vgui::ImagePanel* >( m_pGameModeInfoContainer->FindChildByName( "ModeImage" ) );
+ if ( pImage )
+ {
+ pImage->SetImage( GetItemImage( item ) );
+ }
+ }
+
+ char szTmp[16];
+ Q_snprintf(szTmp, 16, "%d/%d", m_iCurrentItem + 1, m_vecItems.Size() );
+ if ( m_pSimplifiedOptionsContainer )
+ m_pSimplifiedOptionsContainer->SetDialogVariable( "page", szTmp );
+
+ if ( m_pGameModeCombo )
+ m_pGameModeCombo->SilentActivateItemByRow( iItem );
+
+ WriteOptionCombosAndSummary();
+}
+
+const char *CQuickplayPanelBase::GetItemImage( const QuickplayItem& item ) const
+{
+ return item.pImage;
+}
+
+void CQuickplayPanelBase::SetupActionTarget( const char *pPanelName )
+{
+ vgui::Panel *pPanel = m_pContainer->FindChildByName( pPanelName, true );
+ if ( pPanel )
+ {
+ pPanel->AddActionSignalTarget( this );
+ }
+}
+
+void CQuickplayPanelBase::AddItem( EGameCategory gameType, const char *pTitle, const char *pDescription, const char *pMoreInfo, const char *pComplexity, const char *pImage, const char *pBetaImage )
+{
+ int idx = m_vecAllItems.AddToTail();
+ QuickplayItem &item = m_vecAllItems[idx];
+ item.gameType = gameType;
+ item.pTitle = pTitle;
+ item.pDescription = pDescription;
+ item.pMoreInfo = pMoreInfo;
+ item.pComplexity = pComplexity;
+ item.pImage = pImage;
+ item.pBetaImage = pBetaImage;
+
+ if ( m_pGameModeCombo )
+ m_pGameModeCombo->AddItem( pTitle, NULL );
+}
+
+void CQuickplayPanelBase::UpdateSelectableItems()
+{
+ m_vecItems = m_vecAllItems;
+}
+
+void CQuickplayPanelBase::ApplySettings( KeyValues *pInResourceData )
+{
+ BaseClass::ApplySettings( pInResourceData );
+
+ V_strcpy_safe( m_szEvent247Image, pInResourceData->GetString( "event247_image", "illustrations/gamemode_halloween" ) );
+ V_strcpy_safe( m_szCommunityUpdateImage, pInResourceData->GetString( "community_update_image", "illustrations/gamemode_cp" ) );
+}
+
+void CQuickplayPanelBase::ApplySchemeSettings( vgui::IScheme *pScheme )
+{
+ BaseClass::ApplySchemeSettings( pScheme );
+
+ m_pSimplifiedOptionsContainer = dynamic_cast< vgui::EditablePanel *>( FindChildByName( "SimplifiedOptionsContainer", true ) ); Assert( m_pSimplifiedOptionsContainer );
+ if ( m_pSimplifiedOptionsContainer )
+ {
+ m_pGameModeInfoContainer = dynamic_cast< vgui::EditablePanel *>( m_pSimplifiedOptionsContainer->FindChildByName( "ModeInfoContainer", true ) ); Assert( m_pGameModeInfoContainer );
+ }
+ if ( m_pGameModeInfoContainer )
+ {
+ m_pMoreInfoContainer = dynamic_cast< vgui::EditablePanel *>( m_pGameModeInfoContainer->FindChildByName( "MoreInfoContainer", true ) ); Assert( m_pMoreInfoContainer );
+ }
+ m_pPrevPageButton = dynamic_cast< vgui::Button *>( FindChildByName( "PrevPageButton", true ) ); Assert( m_pPrevPageButton );
+ m_pNextPageButton = dynamic_cast< vgui::Button *>( FindChildByName( "NextPageButton", true ) ); Assert( m_pNextPageButton );
+ m_pMoreOptionsButton = dynamic_cast< vgui::Button *>( FindChildByName( "OptionsButton", true ) );
+ m_pAdvOptionsContainer = dynamic_cast< vgui::EditablePanel *>( FindChildByName( "AdvOptionsContainer", true ) );
+ m_pGameModeCombo = NULL;
+ m_pOptionsSummaryLabel = NULL;
+ if ( m_pAdvOptionsContainer )
+ {
+ Panel *pGameModeOptionContainer = m_pAdvOptionsContainer->FindChildByName( "GameModeOptionContainer", true ); Assert( pGameModeOptionContainer );
+
+ if ( pGameModeOptionContainer )
+ {
+ m_pGameModeCombo = dynamic_cast< vgui::ComboBox *>( pGameModeOptionContainer->FindChildByName( "OptionCombo", true ) );
+ Assert( m_pGameModeCombo );
+ }
+ if ( m_pGameModeCombo )
+ m_pGameModeCombo->AddActionSignalTarget( this );
+ if ( m_pContainer )
+ {
+ m_pOptionsSummaryLabel = dynamic_cast< vgui::Label *>( m_pContainer->FindChildByName( "OptionsSummaryLabel", true ) );
+ Assert( m_pOptionsSummaryLabel );
+ }
+ }
+
+ //m_pFavoritesCheckButton = dynamic_cast< vgui::CheckButton *>( m_pContainer->FindChildByName( "FavoritesCheckButton" ) );
+ //m_pFavoritesCheckButton->AddActionSignalTarget( this );
+ //
+ //m_pRefreshButton = dynamic_cast< vgui::Button *>( m_pContainer->FindChildByName( "RefreshButton" ) );
+ //m_pRefreshButton->AddActionSignalTarget( this );
+
+ m_vecItems.RemoveAll();
+ m_vecAllItems.RemoveAll();
+
+ // listed in the order we want to show them
+ extern bool TF_IsHolidayActive( int eHoliday );
+ bool bHalloween = TF_IsHolidayActive( kHoliday_Halloween );
+ if ( bHalloween )
+ {
+ AddItem( kGameCategory_Event247, "#Gametype_Halloween247", "#TF_GameModeDesc_Halloween247", "#TF_GameModeDetail_Halloween247", "#TF_Quickplay_Complexity1", m_szEvent247Image, NULL );
+ AddItem( kGameCategory_EventMix, "#Gametype_HalloweenMix", "#TF_GameModeDesc_HalloweenMix", "#TF_GameModeDetail_HalloweenMix", "#TF_Quickplay_Complexity1", "illustrations/gamemode_halloween", NULL );
+ }
+// AddItem( kGameType_Community_Update,"#GameType_Community_Update", "#TF_GameModeDesc_Community_Update", "#TF_GameModeDetail_Community_Update", "#TF_Quickplay_Complexity1", m_szCommunityUpdateImage, NULL );
+// AddItem( kGameType_Featured, "#GameType_Featured", "#TF_GameModeDesc_Featured", "#TF_GameModeDetail_Featured", "#TF_Quickplay_Complexity1", "illustrations/gamemode_operation_tough_break", NULL );
+ AddItem( kGameCategory_Escort, "#Gametype_Escort", "#TF_GameModeDesc_Escort", "#TF_GameModeDetail_Escort", "#TF_Quickplay_Complexity1", "illustrations/gamemode_payload", "illustrations/gamemode_payload_beta" );
+ AddItem( kGameCategory_Koth, "#Gametype_Koth", "#TF_GameModeDesc_Koth", "#TF_GameModeDetail_Koth", "#TF_Quickplay_Complexity1", "illustrations/gamemode_koth", NULL );
+ AddItem( kGameCategory_AttackDefense, "#Gametype_AttackDefense", "#TF_GameModeDesc_AttackDefense", "#TF_GameModeDetail_AttackDefense", "#TF_Quickplay_Complexity1", "illustrations/gamemode_attackdefend", NULL );
+ AddItem( kGameCategory_EscortRace, "#Gametype_EscortRace", "#TF_GameModeDesc_EscortRace", "#TF_GameModeDetail_EscortRace", "#TF_Quickplay_Complexity2", "illustrations/gamemode_payloadrace", NULL );
+ AddItem( kGameCategory_CP, "#Gametype_CP", "#TF_GameModeDesc_CP", "#TF_GameModeDetail_CP", "#TF_Quickplay_Complexity2", "illustrations/gamemode_cp", NULL );
+ AddItem( kGameCategory_CTF, "#Gametype_CTF", "#TF_GameModeDesc_CTF", "#TF_GameModeDetail_CTF", "#TF_Quickplay_Complexity2", "illustrations/gamemode_ctf", NULL );
+ AddItem( kGameCategory_Misc, "#Gametype_Misc", "#TF_GameModeDesc_Misc", "#TF_GameModeDetail_Misc", "#TF_Quickplay_Complexity2", "illustrations/gamemode_sd", NULL );
+ AddItem( kGameCategory_Powerup, "#GameType_Powerup", "#TF_GameModeDesc_Powerup", "#TF_GameModeDetail_Powerup", "#TF_Quickplay_Complexity3", "illustrations/gamemode_powerup", "illustrations/gamemode_powerup_beta" ); // Fix beta image once Heather has the image
+ AddItem( kGameCategory_Passtime, "#GameType_Passtime", "#TF_GameModeDesc_Passtime", "#TF_GameModeDetail_Passtime", "#TF_Quickplay_Complexity2", "illustrations/gamemode_passtime", "illustrations/gamemode_passtime_beta" );
+ AddItem( kGameCategory_RobotDestruction,"#Gametype_RobotDestruction", "#TF_GameModeDesc_RobotDestruction", "#TF_GameModeDetail_RobotDestruction", "#TF_Quickplay_Complexity2", "illustrations/gamemode_sd", "illustrations/gamemode_robotdestruction_beta" );
+ if ( m_bShowRandomOption )
+ AddItem( kGameCategory_Quickplay, "#Gametype_Quickplay", "#TF_GameModeDesc_Quickplay", "#TF_GameModeDetail_Quickplay", "#TF_Quickplay_Complexity2", "illustrations/quickplay", "illustrations/quickplay_beta" );
+
+ // AddItem( kQuickplayGameType_Arena, "#Gametype_Arena", "#TF_GameModeDesc_Arena", "#TF_GameModeDetail_Arena", "#TF_Quickplay_Complexity3", "maps/menu_photos_cp_granary" );
+ // AddItem( kQuickplayGameType_Specialty, "#Gametype_Specialty", "#TF_GameModeDesc_Specialty", "#TF_GameModeDetail_Specialty", "#TF_Quickplay_Complexity3", "maps/menu_photos_cp_granary" );
+
+ UpdateSelectableItems();
+ SetupMoreOptions();
+
+ // set current, if we didn't already
+ if ( !m_bSetInitialSelection )
+ {
+ m_iCurrentItem = tf_quickplay_lastviewedmode.GetInt();
+ static bool bForcedOnce = false;
+ //tagES need to remove this when Operation Gun Mettle is finished
+ if ( /* bHalloween && */ !bForcedOnce )
+ {
+ m_iCurrentItem = 0;
+ bForcedOnce = true;
+ }
+ m_bSetInitialSelection = true;
+ }
+ m_iCurrentItem = Min( m_iCurrentItem, m_vecItems.Count()-1 );
+ m_iCurrentItem = Max( m_iCurrentItem, 0 );
+ ShowItemByIndex( m_iCurrentItem );
+
+ SetupActionTarget( "MoreInfoButton" );
+ SetupActionTarget( "PrevPageButton" );
+ SetupActionTarget( "NextPageButton" );
+ SetupActionTarget( "CancelButton" );
+
+ ShowSimplifiedOrAdvancedOptions();
+}
+
+void CQuickplayPanelBase::SetupMoreOptions()
+{
+ SetupActionTarget( "OptionsButton" );
+
+// Panel *pOptionTemplate = m_pMoreOptionsContainer->FindChildByName( "OptionContainerTemplate" );
+// Assert( pOptionTemplate );
+// KeyValues *pTemplateSettings = new KeyValues( "Template" );
+// pOptionTemplate->GetSettings( pTemplateSettings );
+// pOptionTemplate->SetVisible( false );
+//
+// new QuickplayOptionPanel( m_pMoreOptionsContainer, 0, pTemplateSettings );
+// new QuickplayOptionPanel( m_pMoreOptionsContainer, 1, pTemplateSettings );
+// new QuickplayOptionPanel( m_pMoreOptionsContainer, 2, pTemplateSettings );
+//
+// pTemplateSettings->deleteThis();
+
+ AdvOption *pOpt;
+ COMPILE_TIME_ASSERT( kEAdvOption_ServerHost == 0 );
+ pOpt = &m_vecAdvOptions[ m_vecAdvOptions.AddToTail() ];
+ pOpt->m_pszContainerName = "ValveServerOption";
+ pOpt->m_vecOptionNames.AddToTail( "#TF_Quickplay_ServerHost_Official" ); pOpt->m_vecOptionSummaryNames.AddToTail( "#TF_Quickplay_ServerHost_Official_Summary" );
+ pOpt->m_vecOptionNames.AddToTail( "#TF_Quickplay_ServerHost_Community" ); pOpt->m_vecOptionSummaryNames.AddToTail( "#TF_Quickplay_ServerHost_Community_Summary" );
+ pOpt->m_vecOptionNames.AddToTail( "#TF_Quickplay_ServerHost_DontCare" ); pOpt->m_vecOptionSummaryNames.AddToTail( "#TF_Quickplay_ServerHost_DontCare_Summary" );
+ pOpt->m_pConvar = &tf_quickplay_pref_community_servers;
+
+ COMPILE_TIME_ASSERT( kEAdvOption_MaxPlayers == 1 );
+ pOpt = &m_vecAdvOptions[ m_vecAdvOptions.AddToTail() ];
+ pOpt->m_pszContainerName = "IncreasedPlayerCountOption";
+ pOpt->m_vecOptionNames.AddToTail( "#TF_Quickplay_MaxPlayers_Default" ); pOpt->m_vecOptionSummaryNames.AddToTail( "" );
+ pOpt->m_vecOptionNames.AddToTail( "#TF_Quickplay_MaxPlayers_Increased" ); pOpt->m_vecOptionSummaryNames.AddToTail( "#TF_Quickplay_MaxPlayers_Increased_Summary" );
+ pOpt->m_vecOptionNames.AddToTail( "#TF_Quickplay_MaxPlayers_DontCare" ); pOpt->m_vecOptionSummaryNames.AddToTail( "#TF_Quickplay_MaxPlayers_DontCare_Summary" );
+ pOpt->m_pConvar = &tf_quickplay_pref_increased_maxplayers;
+
+ COMPILE_TIME_ASSERT( kEAdvOption_Respawn == 2 );
+ pOpt = &m_vecAdvOptions[ m_vecAdvOptions.AddToTail() ];
+ pOpt->m_pszContainerName = "RespawnTimesOption";
+ pOpt->m_vecOptionNames.AddToTail( "#TF_Quickplay_RespawnTimes_Default" ); pOpt->m_vecOptionSummaryNames.AddToTail( "" );
+ pOpt->m_vecOptionNames.AddToTail( "#TF_Quickplay_RespawnTimes_Instant" ); pOpt->m_vecOptionSummaryNames.AddToTail( "#TF_Quickplay_RespawnTimes_Instant_Summary" );
+ pOpt->m_vecOptionNames.AddToTail( "#TF_Quickplay_RespawnTimes_DontCare" ); pOpt->m_vecOptionSummaryNames.AddToTail( "#TF_Quickplay_RespawnTimes_DontCare_Summary" );
+ pOpt->m_pConvar = &tf_quickplay_pref_respawn_times;
+
+ COMPILE_TIME_ASSERT( kEAdvOption_RandomCrits == 3 );
+ pOpt = &m_vecAdvOptions[ m_vecAdvOptions.AddToTail() ];
+ pOpt->m_pszContainerName = "RandomCritsOption";
+ pOpt->m_vecOptionNames.AddToTail( "#TF_Quickplay_RandomCrits_Default" ); pOpt->m_vecOptionSummaryNames.AddToTail( "" );
+ pOpt->m_vecOptionNames.AddToTail( "#TF_Quickplay_RandomCrits_Disabled" ); pOpt->m_vecOptionSummaryNames.AddToTail( "#TF_Quickplay_RandomCrits_Disabled_Summary" );
+ pOpt->m_vecOptionNames.AddToTail( "#TF_Quickplay_RandomCrits_DontCare" ); pOpt->m_vecOptionSummaryNames.AddToTail( "#TF_Quickplay_RandomCrits_DontCare_Summary" );
+ pOpt->m_pConvar = &tf_quickplay_pref_disable_random_crits;
+
+ COMPILE_TIME_ASSERT( kEAdvOption_DamageSpread == 4 );
+ pOpt = &m_vecAdvOptions[ m_vecAdvOptions.AddToTail() ];
+ pOpt->m_pszContainerName = "DamageSpreadOption";
+ pOpt->m_vecOptionNames.AddToTail( "#TF_Quickplay_DamageSpread_Default" ); pOpt->m_vecOptionSummaryNames.AddToTail( "" );
+ pOpt->m_vecOptionNames.AddToTail( "#TF_Quickplay_DamageSpread_Enabled" ); pOpt->m_vecOptionSummaryNames.AddToTail( "#TF_Quickplay_DamageSpread_Enabled_Summary" );
+ pOpt->m_vecOptionNames.AddToTail( "#TF_Quickplay_DamageSpread_DontCare" ); pOpt->m_vecOptionSummaryNames.AddToTail( "#TF_Quickplay_DamageSpread_DontCare_Summary" );
+ pOpt->m_pConvar = &tf_quickplay_pref_enable_damage_spread;
+
+ FOR_EACH_VEC( m_vecAdvOptions, idxAdvOpt )
+ {
+ pOpt = &m_vecAdvOptions[ idxAdvOpt ];
+ EditablePanel *pContainer = dynamic_cast<EditablePanel*>( FindChildByName( pOpt->m_pszContainerName, true ) );
+ FOR_EACH_VEC( pOpt->m_vecOptionNames, idx )
+ {
+ vgui::RadioButton *pRadioButton = NULL;
+ if ( pContainer )
+ {
+ pRadioButton = dynamic_cast<vgui::RadioButton*>( pContainer->FindChildByName( VarArgs("RadioButton%d", idx ) ) );
+ Assert( pRadioButton );
+ }
+ if ( pRadioButton )
+ {
+ pRadioButton->AddActionSignalTarget( this );
+ pRadioButton->SetText( pOpt->m_vecOptionNames[idx] );
+ }
+ pOpt->m_vecRadioButtons.AddToTail( pRadioButton );
+ }
+ }
+
+ // Populate choice from the convars
+ FOR_EACH_VEC( m_vecAdvOptions, idxAdvOpt )
+ {
+ AdvOption *pOpt = &m_vecAdvOptions[ idxAdvOpt ];
+ pOpt->m_nChoice = pOpt->m_pConvar->GetInt();
+ }
+}
+
+void CQuickplayPanelBase::ShowSimplifiedOrAdvancedOptions()
+{
+ if ( m_pSimplifiedOptionsContainer )
+ m_pSimplifiedOptionsContainer->SetVisible( !tf_quickplay_pref_advanced_view.GetBool() );
+ if ( m_pAdvOptionsContainer )
+ m_pAdvOptionsContainer->SetVisible( tf_quickplay_pref_advanced_view.GetBool() );
+}
+
+const size_t kQuickplayOptionsSummaryLen = 1024;
+static void AppendOptionInfo( wchar_t *wszText, const char *pszLocToken )
+{
+ if ( pszLocToken == NULL || *pszLocToken == '\0' )
+ return;
+ const wchar_t *pwszLocalized = NULL;
+ if ( *pszLocToken == '#' )
+ pwszLocalized = g_pVGuiLocalize->Find( pszLocToken );
+ wchar_t wszTemp[ 1024 ];
+ if ( pwszLocalized == NULL )
+ {
+ V_UTF8ToUnicode( pszLocToken, wszTemp, sizeof(wszTemp) );
+ pwszLocalized = wszTemp;
+ }
+ if ( *wszText != '\0' )
+ V_wcsncat( wszText, L"; ", kQuickplayOptionsSummaryLen );
+ V_wcsncat( wszText, pwszLocalized, kQuickplayOptionsSummaryLen );
+}
+
+void CQuickplayPanelBase::WriteOptionCombosAndSummary()
+{
+ wchar_t wszSmmary[ kQuickplayOptionsSummaryLen ] = {};
+
+ GetOptionsAndSummaryText( wszSmmary );
+
+ if ( m_pOptionsSummaryLabel )
+ m_pOptionsSummaryLabel->SetText( wszSmmary );
+}
+
+void CQuickplayPanelBase::GetOptionsAndSummaryText( wchar_t *pwszSummary )
+{
+ if ( m_vecItems[m_iCurrentItem].gameType == kGameCategory_Quickplay )
+ AppendOptionInfo( pwszSummary, "#Gametype_AnyGameMode" ); // "random" looks weird here, use custom text
+ else
+ AppendOptionInfo( pwszSummary, m_vecItems[m_iCurrentItem].pTitle );
+
+ // Check if we need to force "community only" or "don't care" server host due to their options
+ FOR_EACH_VEC( m_vecAdvOptions, idxVecOpt )
+ {
+ if ( idxVecOpt == kEAdvOption_ServerHost )
+ continue;
+ if ( m_vecAdvOptions[idxVecOpt].m_nChoice == 1 )
+ {
+ m_vecAdvOptions[kEAdvOption_ServerHost].m_nChoice = QuickplaySearchOptions::eServersCommunity;
+ break;
+ }
+ }
+
+ FOR_EACH_VEC( m_vecAdvOptions, idxAdvOpt )
+ {
+ AdvOption *pOpt = &m_vecAdvOptions[ idxAdvOpt ];
+
+ FOR_EACH_VEC( pOpt->m_vecRadioButtons, idxRadButton )
+ {
+ if ( pOpt->m_vecRadioButtons[idxRadButton] )
+ {
+ //pOpt->m_vecRadioButtons[idxRadButton]->SetEnabled( idxRadButton == 0 || !bForceVanilla );
+ pOpt->m_vecRadioButtons[idxRadButton]->SilentSetSelected( pOpt->m_nChoice == idxRadButton );
+ }
+ }
+
+ int nChoice = ( tf_quickplay_pref_beta_content.GetBool() ? 0 : pOpt->m_nChoice );
+ AppendOptionInfo( pwszSummary, pOpt->m_vecOptionSummaryNames[nChoice] );
+ }
+}
+
+void CQuickplayPanelBase::OnTextChanged( vgui::Panel *panel )
+{
+ if ( panel == m_pGameModeCombo )
+ {
+ UserSelectItemByIndex( m_pGameModeCombo->GetActiveItem() );
+ return;
+ }
+
+}
+
+void CQuickplayPanelBase::OnRadioButtonChecked( vgui::Panel *panel )
+{
+ FOR_EACH_VEC( m_vecAdvOptions, idxAdvOpt )
+ {
+ AdvOption *pOpt = &m_vecAdvOptions[ idxAdvOpt ];
+ int idxBtn = pOpt->m_vecRadioButtons.Find( (vgui::RadioButton*)panel );
+ if ( idxBtn >= 0 )
+ {
+ pOpt->m_nChoice = idxBtn;
+
+ // Check if they change the server hosting to valve servers,
+ // then slam their choices to vanilla
+ if ( idxAdvOpt == kEAdvOption_ServerHost && idxBtn == QuickplaySearchOptions::eServersOfficial )
+ {
+ FOR_EACH_VEC( m_vecAdvOptions, idxSlam )
+ {
+ if ( idxSlam != kEAdvOption_ServerHost )
+ m_vecAdvOptions[idxSlam].m_nChoice = 0;
+ }
+ }
+ }
+ }
+ WriteOptionCombosAndSummary();
+}
+
+void CQuickplayPanelBase::SetPageScrollButtonsVisible( bool bFlag )
+{
+ if ( m_pPrevPageButton )
+ m_pPrevPageButton->SetVisible( bFlag );
+ if ( m_pNextPageButton )
+ m_pNextPageButton->SetVisible( bFlag );
+}
+
+void CQuickplayPanelBase::SaveSettings()
+{
+ tf_quickplay_lastviewedmode.SetValue( m_iCurrentItem );
+ FOR_EACH_VEC( m_vecAdvOptions, idxAdvOpt )
+ {
+ AdvOption *pOpt = &m_vecAdvOptions[ idxAdvOpt ];
+ pOpt->m_pConvar->SetValue( pOpt->m_nChoice );
+ }
+}
+
+void CQuickplayPanelBase::OnCommand( const char *pCommand )
+{
+ if ( FStrEq( pCommand, "prevpage" ) )
+ {
+ UserSelectItemByIndex( ( m_iCurrentItem > 0 ) ? ( m_iCurrentItem - 1 ) : ( m_vecItems.Count() - 1 ) );
+ if ( m_pPrevPageButton )
+ m_pPrevPageButton->RequestFocus();
+ }
+ else if ( FStrEq( pCommand, "nextpage" ) )
+ {
+ UserSelectItemByIndex( ( m_iCurrentItem+1 < m_vecItems.Count() ) ? ( m_iCurrentItem+1 ) : 0 );
+ if ( m_pNextPageButton )
+ m_pNextPageButton->RequestFocus();
+ }
+ else if ( FStrEq( pCommand, "more_info" ) )
+ {
+ if ( m_pMoreInfoContainer && m_pGameModeInfoContainer )
+ {
+ m_pMoreInfoContainer->SetVisible( !m_pMoreInfoContainer->IsVisible() );
+ vgui::ImagePanel *pImage = dynamic_cast< vgui::ImagePanel* >( m_pGameModeInfoContainer->FindChildByName( "ModeImage" ) );
+ if ( pImage )
+ {
+ pImage->SetVisible( !m_pMoreInfoContainer->IsVisible() );
+ }
+ }
+ }
+ else if ( FStrEq( pCommand, "ToggleShowOptions" ) )
+ {
+ tf_quickplay_pref_advanced_view.SetValue( !tf_quickplay_pref_advanced_view.GetBool() );
+ ShowSimplifiedOrAdvancedOptions();
+ }
+ else
+ {
+ BaseClass::OnCommand( pCommand );
+ }
+}
+
+void CQuickplayPanelBase::UserSelectItemByIndex( int iNewItem )
+{
+ ShowItemByIndex( iNewItem );
+}
+
+
+
+class CQuickplayDialog : public CQuickplayPanelBase
+{
+ DECLARE_CLASS_SIMPLE( CQuickplayDialog, CQuickplayPanelBase );
+public:
+ CQuickplayDialog( vgui::Panel *parent )
+ : CQuickplayPanelBase( parent, "QuickPlayDialog" )
+ {
+ m_pContainer = new vgui::EditablePanel( this, "Container" );
+ m_pBetaCheckButton = new vgui::CheckButton( m_pContainer, "BetaCheckButton", "BetaToggle" );
+ m_pBetaCheckButton->AddActionSignalTarget( this );
+ m_pBetaCheckButton->SetSelected( tf_quickplay_pref_beta_content.GetInt() == 1 );
+ m_pTauntsExplanationPopup = new CExplanationPopup( m_pContainer, "BetaExplanation" );
+
+ C_CTFGameStats::ImmediateWriteInterfaceEvent( "interface_open", "quickplay" );
+
+ LoadControlSettings( "Resource/ui/QuickplayDialog.res" );
+ }
+
+ virtual ~CQuickplayDialog()
+ {
+
+ C_CTFGameStats::ImmediateWriteInterfaceEvent( "interface_close", "quickplay" );
+ }
+
+ virtual void ApplySchemeSettings( vgui::IScheme *pScheme ) OVERRIDE
+ {
+ BaseClass::ApplySchemeSettings( pScheme );
+
+ Panel *pPanel;
+ pPanel = FindChildByName( "PlayNowButton", true ); Assert( pPanel );
+ if ( pPanel ) pPanel->AddActionSignalTarget( this );
+ pPanel = FindChildByName( "ShowServersButton", true ); Assert( pPanel );
+ if ( pPanel ) pPanel->AddActionSignalTarget( this );
+ pPanel = FindChildByName( "ExplainBetaButton", true ); Assert( pPanel );
+ if ( pPanel ) pPanel->AddActionSignalTarget( this );
+ }
+
+ virtual void PerformLayout() OVERRIDE
+ {
+ m_pBetaCheckButton->SizeToContents();
+
+ BaseClass::PerformLayout();
+
+ // Center it, keeping requested size
+ int x, y, ww, wt, wide, tall;
+ vgui::surface()->GetWorkspaceBounds( x, y, ww, wt );
+ GetSize(wide, tall);
+ SetPos(x + ((ww - wide) / 2), y + ((wt - tall) / 2));
+
+ m_pMoreOptionsButton->SetVisible( !m_pBetaCheckButton->IsSelected() );
+ tf_quickplay_pref_beta_content.SetValue( m_pBetaCheckButton->IsSelected() ? 1 : 0 );
+ // @todo setup
+ }
+
+ virtual void Show()
+ {
+ TFModalStack()->PushModal( this );
+
+ // Make sure we're signed on
+ if ( !CheckSteamSignOn() )
+ {
+ Close();
+ return;
+ }
+
+ SetVisible( true );
+ MakePopup();
+ MoveToFront();
+ SetKeyBoardInputEnabled( true );
+ SetMouseInputEnabled( true );
+
+ vgui::Panel *pPlayNowButton = FindChildByName( "PlayNowButton" );
+ if ( pPlayNowButton )
+ {
+ pPlayNowButton->RequestFocus();
+ }
+ }
+
+ bool CheckSteamSignOn()
+ {
+ // Make sure we are connected to steam, or they are going to be disappointed
+ if ( steamapicontext == NULL
+ || steamapicontext->SteamUtils() == NULL
+ || steamapicontext->SteamMatchmakingServers() == NULL
+ || steamapicontext->SteamUser() == NULL
+ || !steamapicontext->SteamUser()->BLoggedOn()
+ ) {
+ Warning( "Steam not properly initialized or connected.\n" );
+ ShowMessageBox( "#TF_MM_GenericFailure_Title", "#TF_MM_GenericFailure", "#GameUI_OK" );
+ return false;
+ }
+ return true;
+ }
+
+ virtual void OnCommand( const char *pCommand )
+ {
+ C_CTFGameStats::ImmediateWriteInterfaceEvent( "on_command(quickplay)", pCommand );
+
+ if ( FStrEq( pCommand, "playnow" ) || FStrEq( pCommand, "show_servers" ) )
+ {
+ SaveSettings();
+ Close();
+
+ if ( !CheckSteamSignOn() )
+ {
+ return;
+ }
+
+ bool bBetaContent = tf_quickplay_pref_beta_content.GetBool();
+
+ QuickplaySearchOptions opt;
+ opt.m_eSelectedGameType = m_vecItems[m_iCurrentItem].gameType;
+ opt.m_eServers = (QuickplaySearchOptions::EServers)( bBetaContent ?
+#ifdef STAGING_ONLY
+ 2 :
+#else
+ 0 :
+#endif
+ tf_quickplay_pref_community_servers.GetInt() );
+ opt.m_eRandomCrits = (QuickplaySearchOptions::ERandomCrits)( bBetaContent ? 2 : tf_quickplay_pref_disable_random_crits.GetInt() );
+ opt.m_eDamageSpread = (QuickplaySearchOptions::EDamageSpread)( bBetaContent ? 2 : tf_quickplay_pref_enable_damage_spread.GetInt() );
+ opt.m_eRespawnTimes = (QuickplaySearchOptions::ERespawnTimes)( bBetaContent ? 2 : tf_quickplay_pref_respawn_times.GetInt() );
+ opt.m_eMaxPlayers = (QuickplaySearchOptions::EMaxPlayers)( bBetaContent ? 2 : tf_quickplay_pref_increased_maxplayers.GetInt() );
+ opt.m_eBetaContent = (QuickplaySearchOptions::EBetaContent)tf_quickplay_pref_beta_content.GetInt();
+ ShowWaitingDialog( new CQuickplayWaitDialog( FStrEq( pCommand, "playnow" ), opt ), NULL, true, true, 0.0f );
+ }
+ else if ( FStrEq( pCommand, "cancel" ) )
+ {
+ Close();
+ SaveSettings();
+ }
+ else if ( FStrEq( pCommand, "beta_toggle" ) )
+ {
+ UpdateSelectableItems();
+
+ if ( m_pMoreOptionsButton )
+ {
+ // Disable the advanced filtering if beta box is checked
+ m_pMoreOptionsButton->SetVisible( !m_pBetaCheckButton->IsSelected() );
+ tf_quickplay_pref_beta_content.SetValue( m_pBetaCheckButton->IsSelected() ? 1 : 0 );
+
+ WriteOptionCombosAndSummary();
+
+ tf_quickplay_pref_advanced_view.SetValue( 0 );
+ ShowSimplifiedOrAdvancedOptions();
+ }
+ }
+ else if ( FStrEq( pCommand, "explain_beta" ) )
+ {
+ m_pTauntsExplanationPopup->Popup();
+ }
+ else
+ {
+ BaseClass::OnCommand( pCommand );
+ }
+ }
+
+ virtual void OnKeyCodePressed( vgui::KeyCode code )
+ {
+ vgui::KeyCode nButtonCode = GetBaseButtonCode( code );
+ if( nButtonCode == KEY_XBUTTON_B || nButtonCode == STEAMCONTROLLER_B || nButtonCode == STEAMCONTROLLER_START )
+ {
+ OnCommand( "cancel" );
+ }
+ else if ( nButtonCode == KEY_XBUTTON_A || nButtonCode == STEAMCONTROLLER_A )
+ {
+ OnCommand( "playnow" );
+ }
+ else if ( nButtonCode == KEY_XBUTTON_X || nButtonCode == STEAMCONTROLLER_X )
+ {
+ OnCommand( "more_info" );
+ }
+ else if ( nButtonCode == KEY_XBUTTON_LEFT ||
+ nButtonCode == KEY_XSTICK1_LEFT ||
+ nButtonCode == KEY_XSTICK2_LEFT ||
+ nButtonCode == STEAMCONTROLLER_DPAD_LEFT ||
+ code == KEY_LEFT )
+ {
+ OnCommand( "prevpage" );
+ }
+ else if ( nButtonCode == KEY_XBUTTON_RIGHT ||
+ nButtonCode == KEY_XSTICK1_RIGHT ||
+ nButtonCode == KEY_XSTICK2_RIGHT ||
+ nButtonCode == STEAMCONTROLLER_DPAD_RIGHT ||
+ code == KEY_RIGHT )
+ {
+ OnCommand( "nextpage" );
+ }
+ else
+ {
+ BaseClass::OnKeyCodeTyped( code );
+ }
+ }
+
+ virtual void OnKeyCodeTyped( vgui::KeyCode code )
+ {
+ if( code == KEY_ESCAPE )
+ {
+ OnCommand( "cancel" );
+ }
+ else if ( code == KEY_ENTER || code == KEY_SPACE )
+ {
+ OnCommand( "playnow" );
+ }
+ else
+ {
+ BaseClass::OnKeyCodeTyped( code );
+ }
+ }
+
+protected:
+
+ virtual const char *GetItemImage( const QuickplayItem& item ) const OVERRIDE
+ {
+ if ( m_pBetaCheckButton->IsSelected() && item.pBetaImage )
+ {
+ return item.pBetaImage;
+ }
+
+ return item.pImage;
+ }
+
+ virtual void GetOptionsAndSummaryText( wchar_t *pwszSummary ) OVERRIDE
+ {
+ BaseClass::GetOptionsAndSummaryText( pwszSummary );
+
+ if ( m_pBetaCheckButton->IsSelected() )
+ {
+ AppendOptionInfo( pwszSummary, "#TF_Quickplay_Beta" );
+ }
+ }
+
+ // called when the Cancel button is pressed
+ void Close()
+ {
+ SetVisible( false );
+ TFModalStack()->PopModal( this );
+ MarkForDeletion();
+ }
+
+ void UpdateSelectableItems() OVERRIDE
+ {
+ m_vecItems.Purge();
+
+ bool bBetaActive = m_pBetaCheckButton->IsSelected();
+
+ // Go through each of the modes
+ FOR_EACH_VEC( m_vecAllItems, i )
+ {
+ int nNumWithBetaContent = 0;
+ int nNumForThisMode = 0;
+
+ // Go through each of the modes
+ for ( int j = 0 ; j < GetItemSchema()->GetMapCount(); ++j )
+ {
+ const SchemaMap_t& map = GetItemSchema()->GetMapForIndex( j );
+
+ // Tally up maps for this mode
+ if ( map.eGameCategory == m_vecAllItems[i].gameType )
+ {
+ nNumForThisMode++;
+
+ // Check if any of the tags has "beta" as a tag, and tally that if so
+ for( int k = 0; k < map.vecTags.Count(); ++k )
+ {
+ if ( map.vecTags.HasElement( GetItemSchema()->GetHandleForTag( "beta" ) ) )
+ {
+ nNumWithBetaContent++;
+ }
+ }
+ }
+ }
+
+ // Only add the visible items if we're filtering for beta and this category has at least 1 beta map
+ // OR if we're not filtering for beta and we have at least 1 map that's not beta
+ const bool bBetaFilteringAndHasBetaContent = ( bBetaActive && nNumWithBetaContent > 0 );
+ const bool bNotBetaFilteringHasNonBetaContent = ( !bBetaActive && nNumForThisMode > nNumWithBetaContent );
+ const bool bIsRandom = m_vecAllItems[i].gameType == kGameCategory_Quickplay;
+ if ( ( bBetaFilteringAndHasBetaContent ) || ( bNotBetaFilteringHasNonBetaContent ) || bIsRandom )
+ {
+ m_vecItems.AddToTail( m_vecAllItems[i] );
+ }
+ }
+
+ // Go back to the first page
+ ShowItemByIndex( 0 );
+ }
+
+private:
+
+ vgui::CheckButton *m_pBetaCheckButton;
+ CExplanationPopup *m_pTauntsExplanationPopup;
+};
+static vgui::DHANDLE<CQuickplayDialog> g_pQuickplayDialog;
+
+//-----------------------------------------------------------------------------
+
+class CGCTFQuickplay_ScoreServers_Response : public GCSDK::CGCClientJob
+{
+public:
+ CGCTFQuickplay_ScoreServers_Response( GCSDK::CGCClient *pClient ) : GCSDK::CGCClientJob( pClient ) {}
+
+ virtual bool BYieldingRunGCJob( GCSDK::IMsgNetPacket *pNetPacket )
+ {
+ GCSDK::CProtoBufMsg<CMsgTFQuickplay_ScoreServersResponse> msg( pNetPacket );
+
+ if ( s_pQuickPlayWaitingDialog )
+ {
+ // !TEST! Forced failure
+ //Warning( "CMsgTFQuickplay_ScoreServersResponse received, but discarded to simulate failure!!\n" );
+ //return true;
+
+ s_pQuickPlayWaitingDialog->OnReceivedGCScores( msg.Body() );
+ }
+ else
+ {
+ Warning(" Received CGCTFQuickplay_ScoreServers_Response, but no quick play query in progress dialog to receive them?\n" );
+ }
+
+ return true;
+ }
+};
+GC_REG_JOB( GCSDK::CGCClient, CGCTFQuickplay_ScoreServers_Response, "CGCTFQuickplay_ScoreServers_Response", k_EMsgGC_QP_ScoreServersResponse, GCSDK::k_EServerTypeGCClient );
+
+//-----------------------------------------------------------------------------
+// Purpose: Callback to open the game menus
+//-----------------------------------------------------------------------------
+
+#ifdef ENABLE_GC_MATCHMAKING
+ConVar tf_quickplay_beta_preference( "tf_quickplay_beta_preference", "-1", FCVAR_NONE, "Preference to participate in beta quickplay: -1 = no preference, 0 = opt out, 1 = opt in" );
+ConVar tf_quickplay_beta_ask_percentage( "tf_quickplay_beta_ask_percentage", "0", FCVAR_NONE, "Percentage of people who will be prompted to participate in beta quickplay." );
+
+
+void QuickplayBetaConfirmCallback( bool bConfirmed, void *pContext )
+{
+ tf_quickplay_beta_preference.SetValue( bConfirmed ? 1 : 0 );
+ if ( bConfirmed )
+ {
+ engine->ClientCmd_Unrestricted( "OpenMatchmakingLobby quickplay" );
+ }
+ else
+ {
+ engine->ClientCmd_Unrestricted( "OpenQuickplayDialog nobeta" );
+ }
+}
+
+#endif // #ifdef ENABLE_GC_MATCHMAKING
+
+static void CL_OpenQuickplayDialog( const CCommand &args )
+{
+
+ // Check for opting into beta quickplay
+ #ifdef ENABLE_GC_MATCHMAKING
+ if ( args.ArgC() < 2 && tf_quickplay_beta_preference.GetInt() != 0 )
+ {
+ if ( tf_quickplay_beta_preference.GetInt() > 0 )
+ {
+ engine->ClientCmd_Unrestricted( "OpenMatchmakingLobby quickplay" );
+ return;
+ }
+ if ( steamapicontext && steamapicontext->SteamUser() && ( steamapicontext->SteamUser()->GetSteamID().GetAccountID() % 100U ) < (uint32)tf_quickplay_beta_ask_percentage.GetInt() )
+ {
+ ShowConfirmDialog( "#TF_QuickplayBeta_OptIn_Title", "#TF_QuickplayBeta_OptIn_Message", "#TF_QuickplayBeta_OptIn_YesButton", "#TF_QuickplayBeta_OptIn_NoButton", QuickplayBetaConfirmCallback );
+ return;
+ }
+ }
+ #endif
+
+ if ( g_pQuickplayDialog.Get() == NULL )
+ {
+ IViewPortPanel *pMMOverride = ( gViewPortInterface->FindPanelByName( PANEL_MAINMENUOVERRIDE ) );
+ g_pQuickplayDialog = vgui::SETUP_PANEL( new CQuickplayDialog( (CHudMainMenuOverride*)pMMOverride ) );
+ }
+ g_pQuickplayDialog->Show();
+}
+
+// the console commands
+static ConCommand quickplaydialog( "OpenQuickplayDialog", &CL_OpenQuickplayDialog, "Displays the quickplay dialog." );
+
+
+static void CL_OpenQuickplayDialogForMap( const CCommand &args )
+{
+ if ( args.ArgC() != 2 )
+ return;
+
+ QuickplaySearchOptions opt;
+ opt.m_eServers = QuickplaySearchOptions::eServersOfficial; // Quests only work on official.
+ // Default settings
+ opt.m_eRandomCrits = QuickplaySearchOptions::ERandomCrits::eRandomCritsYes;
+ opt.m_eDamageSpread = QuickplaySearchOptions::EDamageSpread::eDamageSpreadNo;
+ opt.m_eRespawnTimes = QuickplaySearchOptions::ERespawnTimes::eRespawnTimesDefault;
+ opt.m_eMaxPlayers = QuickplaySearchOptions::EMaxPlayers::eMaxPlayers24;
+ opt.m_eBetaContent = QuickplaySearchOptions::EBetaContent::eBetaNo;
+ opt.m_strMapName = args.Arg(1); // Use the map name passed in
+ opt.m_eSelectedGameType = kGameCategory_Quickplay;
+
+ ShowWaitingDialog( new CStandaloneQuickplayMenu( false, opt ), NULL, true, true, 0.0f );
+}
+
+static ConCommand OpenQuickplayWaitDialogForMap( "OpenQuickplayWaitDialogForMap", &CL_OpenQuickplayDialogForMap, "Instantly starts a quickplay query for a map." );