fix tournament registration bug after disconnect
This commit is contained in:
+113
-91
@@ -214,6 +214,11 @@ void on_connect(std::shared_ptr<ServerState> s, std::shared_ptr<Client> c) {
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}
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void on_login_complete(shared_ptr<ServerState> s, shared_ptr<Client> c) {
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if (c->flags & Client::Flag::IS_EPISODE_3) {
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c->ep3_tournament_team = s->ep3_tournament_index->team_for_serial_number(
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c->license->serial_number);
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}
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// On the BB data server, this function is called only on the last connection
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// (when we should send the ship select menu).
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if ((c->server_behavior == ServerBehavior::LOGIN_SERVER) ||
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@@ -863,6 +868,113 @@ static void on_ep3_meseta_transaction(shared_ptr<ServerState>,
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send_command(c, command, 0x03, &out_cmd, sizeof(out_cmd));
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}
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static bool start_ep3_tournament_match_if_pending(
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shared_ptr<ServerState> s,
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shared_ptr<Lobby> l,
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shared_ptr<Client> c,
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int16_t table_number) {
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auto team = c->ep3_tournament_team.lock();
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if (!team) {
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return false; // Client is not registered in a tournament
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}
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auto tourn = team->tournament.lock();
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if (!tourn) {
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return false; // The tournament has been canceled
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}
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auto match = tourn->next_match_for_team(team);
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if (!match) {
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return false;
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}
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auto other_team = match->opponent_team_for_team(team);
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unordered_set<uint32_t> required_serial_numbers;
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for (uint32_t serial_number : team->player_serial_numbers) {
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required_serial_numbers.emplace(serial_number);
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}
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for (uint32_t serial_number : other_team->player_serial_numbers) {
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required_serial_numbers.emplace(serial_number);
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}
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unordered_set<shared_ptr<Client>> game_clients;
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for (const auto& other_c : l->clients) {
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if (!other_c) {
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continue;
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}
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if ((other_c->card_battle_table_number == table_number) &&
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required_serial_numbers.erase(other_c->license->serial_number)) {
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game_clients.emplace(other_c);
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}
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}
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if (!required_serial_numbers.empty()) {
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return false;
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}
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// At this point, we've checked all the necessary conditions for a tournament
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// match to begin.
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for (const auto& other_c : l->clients) {
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if (other_c && (other_c->card_battle_table_number == table_number)) {
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other_c->card_battle_table_number = -1;
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other_c->card_battle_table_seat_number = 0;
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}
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}
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G_SetStateFlags_GC_Ep3_6xB4x03 state_cmd;
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state_cmd.state.turn_num = 1;
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state_cmd.state.battle_phase = Episode3::BattlePhase::INVALID_00;
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state_cmd.state.current_team_turn1 = 0xFF;
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state_cmd.state.current_team_turn2 = 0xFF;
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state_cmd.state.action_subphase = Episode3::ActionSubphase::ATTACK;
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state_cmd.state.setup_phase = Episode3::SetupPhase::REGISTRATION;
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state_cmd.state.registration_phase = Episode3::RegistrationPhase::AWAITING_NUM_PLAYERS;
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state_cmd.state.team_exp.clear(0);
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state_cmd.state.team_dice_boost.clear(0);
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state_cmd.state.first_team_turn = 0xFF;
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state_cmd.state.tournament_flag = 0x01;
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state_cmd.state.client_sc_card_types.clear(Episode3::CardType::INVALID_FF);
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if (!(s->ep3_data_index->behavior_flags & Episode3::BehaviorFlag::DISABLE_MASKING)) {
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uint8_t mask_key = (random_object<uint32_t>() % 0xFF) + 1;
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set_mask_for_ep3_game_command(&state_cmd, sizeof(state_cmd), mask_key);
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}
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// For the final match, use higher EX values.
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// TODO: What was the behavior on Sega's servers? We only have logs
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// of two different threshold sets (which are implemented here).
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static const std::pair<uint16_t, uint16_t> non_final_win_entries[10] = {
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{60, 70}, {40, 50}, {25, 45}, {20, 40}, {13, 35}, {8, 30}, {5, 25}, {2, 20}, {-1, 15}, {0, 10}};
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static const std::pair<uint16_t, uint16_t> non_final_lose_entries[10] = {
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{1, 0}, {-1, 0}, {-3, 0}, {-5, 0}, {-7, 0}, {-10, 0}, {-12, 0}, {-15, 0}, {-18, 0}, {0, 0}};
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static const std::pair<uint16_t, uint16_t> final_win_entries[10] = {
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{40, 100}, {25, 95}, {20, 85}, {15, 75}, {10, 65}, {8, 60}, {5, 50}, {2, 40}, {-1, 30}, {0, 20}};
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static const std::pair<uint16_t, uint16_t> final_lose_entries[10] = {
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{1, -5}, {-1, -10}, {-3, -15}, {-7, -20}, {-15, -20}, {-20, -25}, {-30, -30}, {-40, -30}, {-50, -34}, {0, -40}};
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G_SetEXResultValues_GC_Ep3_6xB4x4B ex_cmd;
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const auto& win_entries = (match == tourn->get_final_match()) ? final_win_entries : non_final_win_entries;
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const auto& lose_entries = (match == tourn->get_final_match()) ? final_lose_entries : non_final_lose_entries;
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for (size_t z = 0; z < 10; z++) {
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ex_cmd.win_entries[z].threshold = win_entries[z].first;
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ex_cmd.win_entries[z].value = win_entries[z].second;
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ex_cmd.lose_entries[z].threshold = lose_entries[z].first;
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ex_cmd.lose_entries[z].value = lose_entries[z].second;
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}
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if (!(s->ep3_data_index->behavior_flags & Episode3::BehaviorFlag::DISABLE_MASKING)) {
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uint8_t mask_key = (random_object<uint32_t>() % 0xFF) + 1;
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set_mask_for_ep3_game_command(&ex_cmd, sizeof(ex_cmd), mask_key);
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}
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// TODO: We don't know if this works with multiple players. Test it.
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uint32_t flags = Lobby::Flag::NON_V1_ONLY | Lobby::Flag::EPISODE_3_ONLY;
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auto game = create_game_generic(s, c, u"<Tournament>", u"", 0xFF, 0, flags);
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game->tournament_match = match;
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for (auto game_c : game_clients) {
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send_command_t(game_c, 0xC9, 0x00, state_cmd);
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send_command_t(game_c, 0xC9, 0x00, ex_cmd);
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s->change_client_lobby(game_c, game, false);
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send_join_lobby(game_c, game);
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game_c->flags |= Client::Flag::LOADING;
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}
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return true;
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}
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static void on_ep3_battle_table_state(shared_ptr<ServerState> s,
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shared_ptr<Client> c, uint16_t, uint32_t flag, const string& data) { // E4
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const auto& cmd = check_size_t<C_CardBattleTableState_GC_Ep3_E4>(data);
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@@ -874,97 +986,7 @@ static void on_ep3_battle_table_state(shared_ptr<ServerState> s,
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}
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c->card_battle_table_number = cmd.table_number;
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c->card_battle_table_seat_number = cmd.seat_number;
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auto team = c->ep3_tournament_team.lock();
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if (team) {
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auto tourn = team->tournament.lock();
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if (tourn) {
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auto match = tourn->next_match_for_team(team);
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if (match) {
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auto other_team = match->opponent_team_for_team(team);
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unordered_set<uint32_t> required_serial_numbers;
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for (uint32_t serial_number : team->player_serial_numbers) {
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required_serial_numbers.emplace(serial_number);
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}
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for (uint32_t serial_number : other_team->player_serial_numbers) {
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required_serial_numbers.emplace(serial_number);
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}
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unordered_set<shared_ptr<Client>> game_clients;
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for (const auto& other_c : l->clients) {
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if (!other_c) {
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continue;
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}
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if ((other_c->card_battle_table_number == cmd.table_number) &&
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required_serial_numbers.erase(other_c->license->serial_number)) {
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game_clients.emplace(other_c);
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}
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}
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if (required_serial_numbers.empty()) {
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for (const auto& other_c : l->clients) {
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if (other_c && (other_c->card_battle_table_number == cmd.table_number)) {
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other_c->card_battle_table_number = -1;
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other_c->card_battle_table_seat_number = 0;
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}
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}
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G_SetStateFlags_GC_Ep3_6xB4x03 state_cmd;
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state_cmd.state.turn_num = 1;
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state_cmd.state.battle_phase = Episode3::BattlePhase::INVALID_00;
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state_cmd.state.current_team_turn1 = 0xFF;
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state_cmd.state.current_team_turn2 = 0xFF;
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state_cmd.state.action_subphase = Episode3::ActionSubphase::ATTACK;
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state_cmd.state.setup_phase = Episode3::SetupPhase::REGISTRATION;
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state_cmd.state.registration_phase = Episode3::RegistrationPhase::AWAITING_NUM_PLAYERS;
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state_cmd.state.team_exp.clear(0);
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state_cmd.state.team_dice_boost.clear(0);
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state_cmd.state.first_team_turn = 0xFF;
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state_cmd.state.tournament_flag = 0x01;
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state_cmd.state.client_sc_card_types.clear(Episode3::CardType::INVALID_FF);
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if (!(s->ep3_data_index->behavior_flags & Episode3::BehaviorFlag::DISABLE_MASKING)) {
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uint8_t mask_key = (random_object<uint32_t>() % 0xFF) + 1;
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set_mask_for_ep3_game_command(&state_cmd, sizeof(state_cmd), mask_key);
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}
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// For the final match, use higher EX values.
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// TODO: What was the behavior on Sega's servers? We only have logs
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// of two different threshold sets (which are implemented here).
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static const std::pair<uint16_t, uint16_t> non_final_win_entries[10] = {
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{60, 70}, {40, 50}, {25, 45}, {20, 40}, {13, 35}, {8, 30}, {5, 25}, {2, 20}, {-1, 15}, {0, 10}};
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static const std::pair<uint16_t, uint16_t> non_final_lose_entries[10] = {
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{1, 0}, {-1, 0}, {-3, 0}, {-5, 0}, {-7, 0}, {-10, 0}, {-12, 0}, {-15, 0}, {-18, 0}, {0, 0}};
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static const std::pair<uint16_t, uint16_t> final_win_entries[10] = {
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{40, 100}, {25, 95}, {20, 85}, {15, 75}, {10, 65}, {8, 60}, {5, 50}, {2, 40}, {-1, 30}, {0, 20}};
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static const std::pair<uint16_t, uint16_t> final_lose_entries[10] = {
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{1, -5}, {-1, -10}, {-3, -15}, {-7, -20}, {-15, -20}, {-20, -25}, {-30, -30}, {-40, -30}, {-50, -34}, {0, -40}};
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G_SetEXResultValues_GC_Ep3_6xB4x4B ex_cmd;
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const auto& win_entries = (match == tourn->get_final_match()) ? final_win_entries : non_final_win_entries;
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const auto& lose_entries = (match == tourn->get_final_match()) ? final_lose_entries : non_final_lose_entries;
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for (size_t z = 0; z < 10; z++) {
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ex_cmd.win_entries[z].threshold = win_entries[z].first;
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ex_cmd.win_entries[z].value = win_entries[z].second;
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ex_cmd.lose_entries[z].threshold = lose_entries[z].first;
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ex_cmd.lose_entries[z].value = lose_entries[z].second;
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}
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if (!(s->ep3_data_index->behavior_flags & Episode3::BehaviorFlag::DISABLE_MASKING)) {
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uint8_t mask_key = (random_object<uint32_t>() % 0xFF) + 1;
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set_mask_for_ep3_game_command(&ex_cmd, sizeof(ex_cmd), mask_key);
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}
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// TODO: We don't know if this works with multiple players. Test it.
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uint32_t flags = Lobby::Flag::NON_V1_ONLY | Lobby::Flag::EPISODE_3_ONLY;
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auto game = create_game_generic(s, c, u"<Tournament>", u"", 0xFF, 0, flags);
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game->tournament_match = match;
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for (auto game_c : game_clients) {
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send_command_t(game_c, 0xC9, 0x00, state_cmd);
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send_command_t(game_c, 0xC9, 0x00, ex_cmd);
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s->change_client_lobby(game_c, game, false);
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send_join_lobby(game_c, game);
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game_c->flags |= Client::Flag::LOADING;
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}
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}
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}
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}
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}
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start_ep3_tournament_match_if_pending(s, l, c, cmd.table_number);
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} else { // Leaving battle table
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c->card_battle_table_number = -1;
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