Files
DarkflameServer/dChatServer/Matchmaking.cpp
2026-09-30 04:29:59 -05:00

166 lines
6.0 KiB
C++

#include "Matchmaking.h"
#include <algorithm>
#include <ranges>
#include "GeneralUtils.h"
#include "LDFFormat.h"
namespace Matchmaking {
uint32_t ActivitySettings::Capacity() const {
return static_cast<uint32_t>(std::max(maxTeamSize == 1 ? maxTeams : maxTeamSize, 1));
}
uint32_t ActivitySettings::Minimum() const {
return static_cast<uint32_t>(std::max(maxTeamSize == 1 ? minTeams : minTeamSize, 1));
}
std::string PlayerText(const LWOOBJID player) {
return LDFData<LWOOBJID>(u"player", player).GetString();
}
namespace {
// The racing car the client names in its MatchRequest ("droppedItem=13:<id>", its text); live showed it to the
// lobby as an object ID ("droppedItem=9:<id>") before the player's line
std::string DroppedItemText(const std::string& choices) {
for (const auto& line : GeneralUtils::SplitString(choices, '\n')) {
const auto equals = line.find('=');
if (equals == std::string::npos || line.substr(0, equals) != "droppedItem") continue;
const auto colon = line.find(':', equals);
if (colon == std::string::npos) continue;
const auto item = GeneralUtils::TryParse<LWOOBJID>(line.substr(colon + 1));
if (!item) continue;
return LDFData<LWOOBJID>(u"droppedItem", *item).GetString() + "\n";
}
return "";
}
}
// The name as a wide string (type 0), as live sent it
std::string PlayerAddedText(const LobbyPlayer& player) {
return DroppedItemText(player.choices) + PlayerText(player.id) + "\n" + LDFData<std::u16string>(u"playerName", GeneralUtils::UTF8ToUTF16(player.name)).GetString();
}
std::string TimeText(const float seconds) {
return LDFData<float>(u"time", seconds).GetString();
}
void Lobbies::Broadcast(const Lobby& lobby, const eMatchUpdate type, const std::string& data, std::vector<Update>& out) {
for (const auto& player : lobby.players) out.push_back({ player.id, type, data });
}
const Lobby* Lobbies::Find(const LWOOBJID player) const {
for (const auto& lobby : m_Lobbies | std::views::values) {
for (const auto& lobbyPlayer : lobby.players) {
if (lobbyPlayer.id == player) return &lobby;
}
}
return nullptr;
}
Lobby* Lobbies::FindMutable(const LWOOBJID player) {
return const_cast<Lobby*>(Find(player));
}
bool Lobbies::Join(const LWOOBJID player, const std::string& name, const std::string& choices, const ActivitySettings& settings, std::vector<Update>& out) {
if (const auto* current = Find(player)) {
if (current->settings.activityID == settings.activityID && current->settings.instanceMapID == settings.instanceMapID) return false;
// Waiting for something else: that lobby loses them
Leave(player, out);
}
Lobby* lobby = nullptr;
for (auto& candidate : m_Lobbies | std::views::values) {
if (candidate.settings.activityID == settings.activityID && candidate.settings.instanceMapID == settings.instanceMapID
&& candidate.players.size() < candidate.settings.Capacity()) {
lobby = &candidate;
break;
}
}
if (!lobby) {
lobby = &m_Lobbies[m_NextLobbyID++];
lobby->settings = settings;
lobby->timer = settings.waitTime;
}
const LobbyPlayer joining{ player, name, choices, false };
const auto joinedText = PlayerAddedText(joining);
// The joining player: themselves first, then everyone already waiting and whether they are ready (live order)
out.push_back({ player, eMatchUpdate::PLAYER_ADDED, joinedText });
for (const auto& waiting : lobby->players) {
out.push_back({ player, eMatchUpdate::PLAYER_ADDED, PlayerAddedText(waiting) });
if (waiting.ready) out.push_back({ player, eMatchUpdate::PLAYER_READY, PlayerText(waiting.id) });
}
// Everyone already waiting: the new player
Broadcast(*lobby, eMatchUpdate::PLAYER_ADDED, joinedText, out);
lobby->players.push_back(joining);
// A countdown already running: the new player gets the time left
if (lobby->counting) out.push_back({ player, eMatchUpdate::PHASE_WAIT_READY, TimeText(lobby->timer) });
return true;
}
bool Lobbies::Leave(const LWOOBJID player, std::vector<Update>& out) {
for (auto it = m_Lobbies.begin(); it != m_Lobbies.end(); ++it) {
auto& players = it->second.players;
const auto found = std::ranges::find(players, player, &LobbyPlayer::id);
if (found == players.end()) continue;
// Everyone in the lobby, the one leaving included
Broadcast(it->second, eMatchUpdate::PLAYER_REMOVED, PlayerText(player), out);
players.erase(found);
if (players.empty()) m_Lobbies.erase(it);
return true;
}
return false;
}
bool Lobbies::SetReady(const LWOOBJID player, const bool ready, std::vector<Update>& out) {
auto* lobby = FindMutable(player);
if (!lobby) return false;
std::ranges::find(lobby->players, player, &LobbyPlayer::id)->ready = ready;
Broadcast(*lobby, ready ? eMatchUpdate::PLAYER_READY : eMatchUpdate::PLAYER_NOT_READY, PlayerText(player), out);
return true;
}
std::vector<Match> Lobbies::Tick(const float deltaTime, std::vector<Update>& out) {
std::vector<Match> matches;
for (auto it = m_Lobbies.begin(); it != m_Lobbies.end();) {
auto& lobby = it->second;
if (lobby.players.empty()) {
it = m_Lobbies.erase(it);
continue;
}
// The countdown runs only while the lobby has enough players; it doesn't start over when one leaves
if (lobby.players.size() >= lobby.settings.Minimum()) {
if (!lobby.counting) {
lobby.counting = true;
Broadcast(lobby, eMatchUpdate::PHASE_WAIT_READY, TimeText(lobby.timer), out);
}
lobby.timer -= deltaTime;
// Everyone ready: only the start delay is left
const bool allReady = std::ranges::all_of(lobby.players, &LobbyPlayer::ready);
if (allReady && lobby.timer > lobby.settings.startDelay) {
lobby.timer = lobby.settings.startDelay;
Broadcast(lobby, eMatchUpdate::PHASE_WAIT_START, TimeText(lobby.timer), out);
}
if (lobby.timer <= 0.0f) {
Match match{ lobby.settings, {} };
for (const auto& player : lobby.players) match.players.push_back(player.id);
matches.push_back(std::move(match));
it = m_Lobbies.erase(it);
continue;
}
}
++it;
}
return matches;
}
}