feat(world): activity lobbies join, ready and leave through the chat server

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-30 04:12:00 -05:00
parent 2ae086d933
commit 289a1acfdf
4 changed files with 99 additions and 359 deletions

View File

@@ -7,7 +7,6 @@
#include "MissionComponent.h" #include "MissionComponent.h"
#include "Character.h" #include "Character.h"
#include "dZoneManager.h" #include "dZoneManager.h"
#include "ZoneInstanceManager.h"
#include "Game.h" #include "Game.h"
#include "Logger.h" #include "Logger.h"
#include "ClientPackets.h" #include "ClientPackets.h"
@@ -25,7 +24,6 @@
#include "eMatchUpdate.h" #include "eMatchUpdate.h"
#include "ServiceType.h" #include "ServiceType.h"
#include "MessageType/Chat.h" #include "MessageType/Chat.h"
#include "ObjectIDManager.h"
#include "CDActivityRewardsTable.h" #include "CDActivityRewardsTable.h"
#include "CDActivitiesTable.h" #include "CDActivitiesTable.h"
@@ -113,196 +111,72 @@ void ActivityComponent::HandleMessageBoxResponse(Entity* player, const std::stri
} }
} }
void ActivityComponent::PlayerJoin(Entity* player) { void ActivityComponent::PlayerJoin(Entity* player, const std::string& playerChoices) {
if (PlayerIsInQueue(player)) return;
// If we have a lobby, queue the player and allow others to join, otherwise spin up an instance on the spot // If we have a lobby, queue the player and allow others to join, otherwise spin up an instance on the spot
if (HasLobby()) { if (HasLobby()) {
PlayerJoinLobby(player); PlayerJoinLobby(player, playerChoices);
} else if (!IsPlayedBy(player)) { } else if (!IsPlayedBy(player)) {
NewInstance().AddParticipant(player); NewInstance().AddParticipant(player);
} }
} }
void ActivityComponent::PlayerJoinLobby(Entity* player) { namespace {
void SendMatchRequest(const LWOOBJID playerID, const ChatPackets::eMatchRequestType type, const int32_t value) {
ChatPackets::MatchRequest request;
request.playerID = playerID;
request.type = type;
request.value = value;
ChatServerLink::Send(request);
}
}
void ActivityComponent::PlayerJoinLobby(Entity* player, const std::string& playerChoices) {
if (!m_Parent->HasComponent(eReplicaComponentType::QUICK_BUILD)) { if (!m_Parent->HasComponent(eReplicaComponentType::QUICK_BUILD)) {
GameMessages::MatchResponse matchResponse; GameMessages::MatchResponse matchResponse;
matchResponse.target = player->GetObjectID(); matchResponse.target = player->GetObjectID();
matchResponse.response = 0; matchResponse.response = 0;
matchResponse.SendToClient(player->GetSystemAddress()); // tell the client they joined a lobby matchResponse.SendToClient(player->GetSystemAddress()); // tell the client they joined a lobby
} }
LobbyPlayer newLobbyPlayer{};
newLobbyPlayer.entityID = player->GetObjectID();
LWOOBJID playerLobbyID = LWOOBJID_EMPTY;
auto* character = player->GetCharacter(); auto* character = player->GetCharacter();
if (character != nullptr) if (character != nullptr)
character->SetLastNonInstanceZoneID(Game::zoneManager->GetZone()->GetWorldID()); character->SetLastNonInstanceZoneID(Game::zoneManager->GetZone()->GetWorldID());
for (auto& [lobbyID, lobby] : m_Queue) { // The lobbies are the chat server's, so players of every instance of this zone wait together (docs/Matchmaking.md).
if (lobby.players.size() < m_ActivityInfo.maxTeamSize || m_ActivityInfo.maxTeamSize == 1 && lobby.players.size() < m_ActivityInfo.maxTeams) { // It gets what this world read from the activity, overrides (solo racing, transfer zone) included.
// If an empty slot in an existing lobby is found ChatPackets::MatchRequest request;
lobby.players.push_back(newLobbyPlayer); request.playerID = player->GetObjectID();
playerLobbyID = lobbyID; request.type = ChatPackets::eMatchRequestType::JOIN;
request.activityID = m_ActivityInfo.ActivityID;
// Update the joining player on players already in the lobby, and update players already in the lobby on the joining player request.playerName = character != nullptr ? character->GetName() : "";
LDFData<LWOOBJID> playerLDF("player", player->GetObjectID()); request.playerChoices = playerChoices;
LDFData<std::string> playerName("playerName", player->GetCharacter()->GetName()); request.instanceMapID = m_ActivityInfo.instanceMapID;
std::string matchUpdateJoined = playerLDF.GetString() + "\n" + playerName.GetString(); request.minTeams = m_ActivityInfo.minTeams;
for (const auto& joinedPlayer : lobby.players) { request.maxTeams = m_ActivityInfo.maxTeams;
auto* const entity = joinedPlayer.GetEntity(); request.minTeamSize = m_ActivityInfo.minTeamSize;
request.maxTeamSize = m_ActivityInfo.maxTeamSize;
if (entity == nullptr) { request.waitTime = m_ActivityInfo.waitTime;
continue; request.startDelay = m_ActivityInfo.startDelay;
} ChatServerLink::Send(request);
LDFData<LWOOBJID> entityLDF("player", entity->GetObjectID());
LDFData<std::string> entityName("playerName", entity->GetCharacter()->GetName());
std::string matchUpdate = entityLDF.GetString() + "\n" + entityName.GetString();
GameMessages::MatchUpdate existingPlayerUpdate;
existingPlayerUpdate.target = player->GetObjectID();
existingPlayerUpdate.data = matchUpdate;
existingPlayerUpdate.type = eMatchUpdate::PLAYER_ADDED;
existingPlayerUpdate.SendToClient(player->GetSystemAddress());
PlayerReady(entity, joinedPlayer.ready);
GameMessages::MatchUpdate joinedPlayerUpdate;
joinedPlayerUpdate.target = entity->GetObjectID();
joinedPlayerUpdate.data = matchUpdateJoined;
joinedPlayerUpdate.type = eMatchUpdate::PLAYER_ADDED;
joinedPlayerUpdate.SendToClient(entity->GetSystemAddress());
}
break;
}
}
if (playerLobbyID == LWOOBJID_EMPTY) {
// If all lobbies are full
playerLobbyID = ObjectIDManager::GenerateObjectID();
auto& newLobby = m_Queue[playerLobbyID];
newLobby.players.push_back(newLobbyPlayer);
newLobby.timer = m_ActivityInfo.waitTime / 1000;
}
const auto& lobby = m_Queue[playerLobbyID];
if (m_ActivityInfo.maxTeamSize != 1 && lobby.players.size() >= m_ActivityInfo.minTeamSize || m_ActivityInfo.maxTeamSize == 1 && lobby.players.size() >= m_ActivityInfo.minTeams) {
// Update the joining player on the match timer
LDFData<float> matchTimer("time", lobby.timer);
GameMessages::MatchUpdate matchUpdate;
matchUpdate.target = player->GetObjectID();
matchUpdate.data = matchTimer.GetString();
matchUpdate.type = eMatchUpdate::PHASE_WAIT_READY;
matchUpdate.SendToClient(player->GetSystemAddress());
}
} }
void ActivityComponent::PlayerLeave(LWOOBJID playerID) { void ActivityComponent::PlayerLeave(LWOOBJID playerID) {
// Removes the player from a lobby and notifies the others, not applicable for non-lobby instances // Not applicable for non-lobby instances
for (auto& lobby : m_Queue | std::views::values) { if (!HasLobby()) return;
for (int i = 0; i < lobby.players.size(); i++) { SendMatchRequest(playerID, ChatPackets::eMatchRequestType::LEAVE, 0);
const auto& player = lobby.players[i];
if (player.entityID == playerID) {
LDFData<LWOOBJID> matchUpdateLeft("player", playerID);
for (const auto& lobbyPlayer : lobby.players) {
auto* const entity = lobbyPlayer.GetEntity();
if (entity == nullptr)
continue;
GameMessages::MatchUpdate matchUpdate;
matchUpdate.target = entity->GetObjectID();
matchUpdate.data = matchUpdateLeft.GetString();
matchUpdate.type = eMatchUpdate::PLAYER_REMOVED;
matchUpdate.SendToClient(entity->GetSystemAddress());
}
lobby.players.erase(lobby.players.begin() + i);
return;
}
}
}
} }
void ActivityComponent::Update(float deltaTime) { void ActivityComponent::StartMatch(const ChatPackets::MatchTransfer& transfer) {
std::vector<LWOOBJID> lobbiesToRemove{}; auto& instance = NewInstance();
// Ticks all the lobbies, not applicable for non-instance activities for (const auto playerID : transfer.players) {
for (auto& [lobbyID, lobby] : m_Queue) { auto* const entity = Game::entityManager->GetEntity(playerID);
for (const auto& player : lobby.players) { if (entity == nullptr || !CheckCost(entity)) {
const auto* const entity = player.GetEntity();
if (entity == nullptr) {
PlayerLeave(player.entityID);
return;
}
}
if (lobby.players.empty()) {
lobbiesToRemove.push_back(lobbyID);
continue; continue;
} }
// Update the match time for all players instance.AddParticipant(entity);
if (m_ActivityInfo.maxTeamSize != 1 && lobby.players.size() >= m_ActivityInfo.minTeamSize
|| m_ActivityInfo.maxTeamSize == 1 && lobby.players.size() >= m_ActivityInfo.minTeams) {
if (lobby.timer == m_ActivityInfo.waitTime / 1000) {
for (const auto& joinedPlayer : lobby.players) {
auto* const entity = joinedPlayer.GetEntity();
if (entity == nullptr)
continue;
LDFData<float> matchTimerUpdate("time", lobby.timer);
GameMessages::MatchUpdate matchUpdate;
matchUpdate.target = entity->GetObjectID();
matchUpdate.data = matchTimerUpdate.GetString();
matchUpdate.type = eMatchUpdate::PHASE_WAIT_READY;
matchUpdate.SendToClient(entity->GetSystemAddress());
}
}
lobby.timer -= deltaTime;
}
bool lobbyReady = true;
for (const auto& player : lobby.players) {
if (player.ready) continue;
lobbyReady = false;
}
// If everyone's ready, jump the timer
if (lobbyReady && lobby.timer > m_ActivityInfo.startDelay / 1000) {
lobby.timer = m_ActivityInfo.startDelay / 1000;
// Update players in lobby on switch to start delay
LDFData<float> matchTimerUpdate("time", lobby.timer);
for (const auto& player : lobby.players) {
auto* const entity = player.GetEntity();
if (entity == nullptr)
continue;
GameMessages::MatchUpdate matchUpdate;
matchUpdate.target = entity->GetObjectID();
matchUpdate.data = matchTimerUpdate.GetString();
matchUpdate.type = eMatchUpdate::PHASE_WAIT_START;
matchUpdate.SendToClient(entity->GetSystemAddress());
}
}
// The timer has elapsed, start the instance
if (lobby.timer <= 0.0f) {
LOG("Setting up instance.");
auto& instance = NewInstance();
LoadPlayersIntoInstance(instance, lobby.players);
instance.StartZone();
lobbiesToRemove.push_back(lobbyID);
}
} }
instance.TransferParticipants(transfer);
for (const auto id : lobbiesToRemove) {
RemoveLobby(id);
}
}
void ActivityComponent::RemoveLobby(const LWOOBJID lobbyID) {
if (m_Queue.contains(lobbyID)) m_Queue.erase(lobbyID);
} }
bool ActivityComponent::HasLobby() const { bool ActivityComponent::HasLobby() const {
@@ -310,16 +184,6 @@ bool ActivityComponent::HasLobby() const {
return m_ActivityInfo.instanceMapID != UINT_MAX && m_ActivityInfo.instanceMapID != Game::server->GetZoneID(); return m_ActivityInfo.instanceMapID != UINT_MAX && m_ActivityInfo.instanceMapID != Game::server->GetZoneID();
} }
bool ActivityComponent::PlayerIsInQueue(Entity* player) {
for (const auto& lobby : m_Queue | std::views::values) {
for (const auto& lobbyPlayer : lobby.players) {
if (player->GetObjectID() == lobbyPlayer.entityID) return true;
}
}
return false;
}
bool ActivityComponent::IsPlayedBy(Entity* player) const { bool ActivityComponent::IsPlayedBy(Entity* player) const {
for (const auto& instance : m_Instances) { for (const auto& instance : m_Instances) {
for (const auto* instancePlayer : instance.GetParticipants()) { for (const auto* instancePlayer : instance.GetParticipants()) {
@@ -362,30 +226,7 @@ bool ActivityComponent::TakeCost(Entity* player) const {
} }
void ActivityComponent::PlayerReady(Entity* player, bool bReady) { void ActivityComponent::PlayerReady(Entity* player, bool bReady) {
for (auto& lobby : m_Queue | std::views::values) { SendMatchRequest(player->GetObjectID(), ChatPackets::eMatchRequestType::READY, bReady ? 1 : 0);
for (auto& lobbyPlayer : lobby.players) {
if (lobbyPlayer.entityID == player->GetObjectID()) {
lobbyPlayer.ready = bReady;
// Update players in lobby on player being ready
LDFData<LWOOBJID> matchReadyUpdate("player", player->GetObjectID());
eMatchUpdate readyStatus = eMatchUpdate::PLAYER_READY;
if (!bReady) readyStatus = eMatchUpdate::PLAYER_NOT_READY;
for (const auto& otherPlayer : lobby.players) {
auto* const entity = otherPlayer.GetEntity();
if (entity == nullptr)
continue;
GameMessages::MatchUpdate matchUpdate;
matchUpdate.target = entity->GetObjectID();
matchUpdate.data = matchReadyUpdate.GetString();
matchUpdate.type = readyStatus;
matchUpdate.SendToClient(entity->GetSystemAddress());
}
}
}
}
} }
ActivityInstance& ActivityComponent::NewInstance() { ActivityInstance& ActivityComponent::NewInstance() {
@@ -393,17 +234,6 @@ ActivityInstance& ActivityComponent::NewInstance() {
return m_Instances.back(); return m_Instances.back();
} }
void ActivityComponent::LoadPlayersIntoInstance(ActivityInstance& instance, const std::vector<LobbyPlayer>& lobby) const {
for (const auto& player : lobby) {
auto* const entity = player.GetEntity();
if (entity == nullptr || !CheckCost(entity)) {
continue;
}
instance.AddParticipant(entity);
}
}
const ActivityInstance& ActivityComponent::GetInstance(const LWOOBJID playerID) const { const ActivityInstance& ActivityComponent::GetInstance(const LWOOBJID playerID) const {
for (const auto& instance : m_Instances) { for (const auto& instance : m_Instances) {
for (const auto* participant : instance.GetParticipants()) { for (const auto* participant : instance.GetParticipants()) {
@@ -462,59 +292,28 @@ void ActivityComponent::PlayerRemove(LWOOBJID playerID) {
} }
} }
void ActivityInstance::StartZone() { void ActivityInstance::TransferParticipants(const ChatPackets::MatchTransfer& transfer) {
if (m_Participants.empty()) const auto zoneID = transfer.zoneID.GetMapID();
return; const auto zoneInstance = transfer.zoneID.GetInstanceID();
const auto zoneClone = transfer.zoneID.GetCloneID();
const auto& participants = GetParticipants(); for (Entity* player : GetParticipants()) {
if (participants.empty()) LOG("Transferring %s to Zone %i (Instance %i | Clone %i | Mythran Shift: %s) with IP %s and Port %i", player->GetCharacter()->GetName().c_str(), zoneID, zoneInstance, zoneClone, transfer.mythranShift == true ? "true" : "false", transfer.serverIP.c_str(), transfer.serverPort);
return; if (player->GetCharacter()) {
auto* characterComponent = player->GetComponent<CharacterComponent>();
auto* leader = participants[0]; if (characterComponent) {
LWOZONEID zoneId = LWOZONEID(m_ActivityInfo.instanceMapID, 0, leader->GetCharacter()->GetPropertyCloneID()); characterComponent->AddVisitedLevel(LWOZONEID(zoneID, LWOINSTANCEID_INVALID, zoneClone));
// only make a team if we have more than one participant
if (participants.size() > 1) {
ChatPackets::CreateTeam createTeam;
createTeam.leaderID = leader->GetObjectID();
for (const auto& participant : m_Participants) {
createTeam.members.push_back(participant);
}
createTeam.zoneID = zoneId;
ChatServerLink::Send(createTeam);
}
const auto cloneId = GeneralUtils::GenerateRandomNumber<uint32_t>(1, UINT32_MAX);
for (Entity* player : participants) {
const auto objid = player->GetObjectID();
ZoneInstanceManager::Instance()->RequestZoneTransfer(Game::server, m_ActivityInfo.instanceMapID, cloneId, false, [objid](bool mythranShift, uint32_t zoneID, uint32_t zoneInstance, uint32_t zoneClone, std::string serverIP, uint16_t serverPort) {
auto* player = Game::entityManager->GetEntity(objid);
if (player == nullptr)
return;
LOG("Transferring %s to Zone %i (Instance %i | Clone %i | Mythran Shift: %s) with IP %s and Port %i", player->GetCharacter()->GetName().c_str(), zoneID, zoneInstance, zoneClone, mythranShift == true ? "true" : "false", serverIP.c_str(), serverPort);
if (player->GetCharacter()) {
auto* characterComponent = player->GetComponent<CharacterComponent>();
if (characterComponent) {
characterComponent->AddVisitedLevel(LWOZONEID(zoneID, LWOINSTANCEID_INVALID, zoneClone));
}
player->GetCharacter()->SetZoneID(zoneID);
player->GetCharacter()->SetZoneInstance(zoneInstance);
player->GetCharacter()->SetZoneClone(zoneClone);
} }
ClientPackets::TransferToWorld transfer; player->GetCharacter()->SetZoneID(zoneID);
transfer.serverIP = LUString(serverIP); player->GetCharacter()->SetZoneInstance(zoneInstance);
transfer.serverPort = serverPort; player->GetCharacter()->SetZoneClone(zoneClone);
transfer.mythranShift = mythranShift; }
transfer.Send(player->GetSystemAddress());
return; ClientPackets::TransferToWorld transferToWorld;
}); transferToWorld.serverIP = LUString(transfer.serverIP);
transferToWorld.serverPort = transfer.serverPort;
transferToWorld.mythranShift = transfer.mythranShift;
transferToWorld.Send(player->GetSystemAddress());
} }
m_NextZoneCloneID++; m_NextZoneCloneID++;
@@ -573,10 +372,6 @@ void ActivityInstance::SetScore(uint32_t score) {
this->score = score; this->score = score;
} }
Entity* LobbyPlayer::GetEntity() const {
return Game::entityManager->GetEntity(entityID);
}
bool ActivityComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportInfo& reportInfo) { bool ActivityComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportInfo& reportInfo) {
auto& activityInfo = reportInfo.info->PushDebug("Activity"); auto& activityInfo = reportInfo.info->PushDebug("Activity");
@@ -620,23 +415,6 @@ bool ActivityComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportInfo&
} }
} }
auto& queue = activityInfo.PushDebug("Queue");
i = 0;
for (const auto& lobbyQueue : m_Queue | std::views::values) {
auto& lobby = queue.PushDebug("Lobby " + std::to_string(i++));
lobby.PushDebug<AMFDoubleValue>("Timer") = lobbyQueue.timer;
auto& players = lobby.PushDebug("Players");
for (const auto& player : lobbyQueue.players) {
const auto* const playerEntity = player.GetEntity();
if (!playerEntity) continue;
auto* character = playerEntity->GetCharacter();
if (!character) continue;
players.PushDebug<AMFStringValue>(std::to_string(playerEntity->GetObjectID()) + ": " + character->GetName()) = player.ready ? "Ready" : "Not Ready";
}
}
auto& activityPlayers = activityInfo.PushDebug("Activity Players"); auto& activityPlayers = activityInfo.PushDebug("Activity Players");
for (const auto& [playerID, playerScores] : m_ActivityPlayers) { for (const auto& [playerID, playerScores] : m_ActivityPlayers) {
auto* const activityPlayerEntity = Game::entityManager->GetEntity(playerID); auto* const activityPlayerEntity = Game::entityManager->GetEntity(playerID);

View File

@@ -14,6 +14,10 @@ namespace GameMessages {
class GameMsg; class GameMsg;
}; };
namespace ChatPackets {
struct MatchTransfer;
};
/** /**
* Represents an instance of an activity, having participants and score * Represents an instance of an activity, having participants and score
*/ */
@@ -34,9 +38,10 @@ public:
void ClearParticipants() { m_Participants.clear(); }; void ClearParticipants() { m_Participants.clear(); };
/** /**
* Starts the instance world for this activity and sends all participants there * Sends the participants to the activity's instance that master started (the chat server's matchmaking found it)
* @param transfer the instance's zone, address and the players chat sent here
*/ */
void StartZone(); void TransferParticipants(const ChatPackets::MatchTransfer& transfer);
/** /**
* Gives the rewards for completing this activity to some participant * Gives the rewards for completing this activity to some participant
@@ -97,44 +102,6 @@ private:
std::vector<LWOOBJID> m_Participants; std::vector<LWOOBJID> m_Participants;
}; };
/**
* Represents an entity in a lobby
*/
struct LobbyPlayer {
/**
* The ID of the entity that is in the lobby
*/
LWOOBJID entityID = LWOOBJID_EMPTY;
/**
* Whether or not the entity is ready
*/
bool ready = false;
/**
* Returns the entity that is in the lobby
* @return the entity that is in the lobby
*/
Entity* GetEntity() const;
};
/**
* Represents a lobby of players with a timer until it should start the activity
*/
struct Lobby {
/**
* The lobby of players
*/
std::vector<LobbyPlayer> players;
/**
* The timer that determines when the activity should start
*/
float timer{};
};
/** /**
* Represents the score for the player in an activity, one index might represent score, another one time, etc. * Represents the score for the player in an activity, one index might represent score, another one time, etc.
*/ */
@@ -163,23 +130,25 @@ public:
void LoadActivityData(const int32_t activityId); void LoadActivityData(const int32_t activityId);
void Update(float deltaTime) override;
void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override; void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
/** /**
* Makes some entity join the minigame, if it's a lobbied one, the entity will be placed in the lobby * Makes some entity join the minigame, if it's a lobbied one, the entity will be placed in the lobby
* @param player the entity to join the game * @param player the entity to join the game
* @param playerChoices the name-value text of the client's MatchRequest (a racing car), shown to the lobby
*/ */
void PlayerJoin(Entity* player); void PlayerJoin(Entity* player, const std::string& playerChoices = "");
/** /**
* Makes an entity join the lobby for this minigame, if it exists * Makes an entity join the lobby for this minigame. The lobbies are the chat server's, across every world
* (docs/Matchmaking.md).
* @param player the entity to join * @param player the entity to join
* @param playerChoices the name-value text of the client's MatchRequest
*/ */
void PlayerJoinLobby(Entity* player); void PlayerJoinLobby(Entity* player, const std::string& playerChoices = "");
/** /**
* Makes the player leave the lobby * Makes the player leave the lobby (the chat server's)
* @param playerID the entity to leave the lobby * @param playerID the entity to leave the lobby
*/ */
void PlayerLeave(LWOOBJID playerID); void PlayerLeave(LWOOBJID playerID);
@@ -191,24 +160,17 @@ public:
void PlayerRemove(LWOOBJID playerID); void PlayerRemove(LWOOBJID playerID);
/** /**
* Adds all the players to an instance of some activity * A lobby's match for this activity has its instance: the players of it in this world who can pay go there
* @param instance the instance to load the players into * @param transfer the instance and the players, from the chat server
* @param lobby the players to load into the instance
*/ */
void LoadPlayersIntoInstance(ActivityInstance& instance, const std::vector<LobbyPlayer>& lobby) const; void StartMatch(const ChatPackets::MatchTransfer& transfer);
/** /**
* Removes a lobby from the activity manager * Marks a player as (un)ready in the lobby they wait in (the chat server knows which)
* @param lobby the lobby to remove
*/
void RemoveLobby(const LWOOBJID lobbyID);
/**
* Marks a player as (un)ready in a lobby
* @param player the entity to mark * @param player the entity to mark
* @param bReady true if the entity is ready, false otherwise * @param bReady true if the entity is ready, false otherwise
*/ */
void PlayerReady(Entity* player, bool bReady); static void PlayerReady(Entity* player, bool bReady);
/** /**
* Returns the ID of this activity * Returns the ID of this activity
@@ -226,13 +188,6 @@ public:
*/ */
bool HasLobby() const; bool HasLobby() const;
/**
* Checks if a player is currently waiting in a lobby
* @param player the entity to check for
* @return true if the entity is waiting in a lobby, false otherwise
*/
bool PlayerIsInQueue(Entity* player);
/** /**
* Checks if an entity is currently playing this activity * Checks if an entity is currently playing this activity
* @param player the entity to check * @param player the entity to check
@@ -334,11 +289,6 @@ private:
*/ */
std::vector<ActivityInstance> m_Instances; std::vector<ActivityInstance> m_Instances;
/**
* The current lobbies for this activity
*/
std::map<LWOOBJID, Lobby> m_Queue;
/** /**
* All the activity score for the players in this activity * All the activity score for the players in this activity
*/ */

View File

@@ -143,18 +143,17 @@ namespace GameMessages {
auto* comp = scriptedAct->GetComponent<ScriptedActivityComponent>(); auto* comp = scriptedAct->GetComponent<ScriptedActivityComponent>();
if (!comp) continue; if (!comp) continue;
if (comp->GetActivityID() == value) { if (comp->GetActivityID() == value) {
comp->PlayerJoin(&entity); comp->PlayerJoin(&entity, playerChoices);
} }
} }
} }
} else if (type == 1) { // ready/unready } else if (type == 1) { // ready/unready
for (Entity* scriptedAct : scriptedActs) { // Answered like a join (live), then the chat server tells the lobby (docs/Matchmaking.md)
auto* comp = scriptedAct->GetComponent<ScriptedActivityComponent>(); MatchResponse response;
if (!comp) continue; response.target = entity.GetObjectID();
if (comp->PlayerIsInQueue(&entity)) { response.response = 0;
comp->PlayerReady(&entity, value); response.SendToClient(sysAddr);
} ActivityComponent::PlayerReady(&entity, value != 0);
}
} }
} }

View File

@@ -69,6 +69,8 @@
#include "Entity.h" #include "Entity.h"
#include "Character.h" #include "Character.h"
#include "ChatPackets.h" #include "ChatPackets.h"
#include "ScriptedActivityComponent.h"
#include "eReplicaComponentType.h"
#include "WorldRoutePacket.h" #include "WorldRoutePacket.h"
#include "ChatServerLink.h" #include "ChatServerLink.h"
#include "PacketDispatcher.h" #include "PacketDispatcher.h"
@@ -768,6 +770,17 @@ namespace {
Game::entityManager->SerializeEntity(player); Game::entityManager->SerializeEntity(player);
}); });
// An activity lobby's match has its instance (docs/Matchmaking.md): send our players in it there
handlers.On<ChatPackets::MatchTransfer>(MessageType::Chat::MATCH_TRANSFER, [](const ChatPackets::MatchTransfer& transfer, const SystemAddress&) {
for (auto* entity : Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::SCRIPTED_ACTIVITY)) {
auto* activity = entity->GetComponent<ScriptedActivityComponent>();
if (!activity || activity->GetActivityID() != transfer.activityID || !activity->HasLobby()) continue;
activity->StartMatch(transfer);
return;
}
LOG("Matchmaking: no activity %i in this world for a match of %zu player(s)", transfer.activityID, transfer.players.size());
});
// New mail for a player the chat server says is in this world // New mail for a player the chat server says is in this world
handlers.On<ChatPackets::MailNotify>(MessageType::Chat::MAIL, [](const ChatPackets::MailNotify& notify, const SystemAddress&) { handlers.On<ChatPackets::MailNotify>(MessageType::Chat::MAIL, [](const ChatPackets::MailNotify& notify, const SystemAddress&) {
Mail::NotifyNewMailHere(notify.receiverID); Mail::NotifyNewMailHere(notify.receiverID);