fix tournament registration bug after disconnect

This commit is contained in:
Martin Michelsen
2022-12-09 00:33:10 -08:00
parent 8323c5e0af
commit c3192bb398
4 changed files with 154 additions and 92 deletions
+3 -1
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@@ -5334,7 +5334,9 @@ struct G_CardAuctionResults_GC_Ep3_6xB5x45 {
// client just copies the included strings to global buffers and then ignores
// them. Sega's servers sent this twice for each battle, however: once after the
// initial setup phase (before starter rolls) and once when the results screen
// appeared.
// appeared. The second instance of this command appears to be caused by them
// recreating the TCardServer object (implemented here as Episode3::Server) in
// order to support sequential multiple battles in the same team.
struct G_ServerVersionStrings_GC_Ep3_6xB4x46 {
G_CardBattleCommandHeader header = {0xB4, sizeof(G_ServerVersionStrings_GC_Ep3_6xB4x46) / 4, 0, 0x46, 0, 0, 0};
+33
View File
@@ -345,6 +345,25 @@ shared_ptr<Tournament::Match> Tournament::get_final_match() const {
return this->final_match;
}
shared_ptr<Tournament::Team> Tournament::team_for_serial_number(
uint32_t serial_number) const {
if (!this->all_player_serial_numbers.count(serial_number)) {
return nullptr;
}
for (auto team : this->teams) {
if (!team->player_serial_numbers.count(serial_number)) {
continue;
}
if (!team->is_active) {
return nullptr;
}
return team;
}
throw logic_error("serial number registered in tournament but not in any team");
}
void Tournament::start() {
if (this->current_state != State::REGISTRATION) {
throw runtime_error("tournament has already started");
@@ -470,6 +489,20 @@ shared_ptr<Tournament> TournamentIndex::get_tournament(const string& name) const
return nullptr;
}
shared_ptr<Tournament::Team> TournamentIndex::team_for_serial_number(
uint32_t serial_number) const {
for (size_t z = 0; z < 0x20; z++) {
if (!this->tournaments[z]) {
continue;
}
auto team = this->tournaments[z]->team_for_serial_number(serial_number);
if (team) {
return team;
}
}
return nullptr;
}
} // namespace Episode3
+5
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@@ -105,6 +105,8 @@ public:
std::shared_ptr<Team> get_winner_team() const;
std::shared_ptr<Match> next_match_for_team(std::shared_ptr<Team> team) const;
std::shared_ptr<Match> get_final_match() const;
std::shared_ptr<Team> team_for_serial_number(uint32_t serial_number) const;
void start();
void print_bracket(FILE* stream) const;
@@ -155,6 +157,9 @@ public:
std::shared_ptr<Tournament> get_tournament(uint8_t number) const;
std::shared_ptr<Tournament> get_tournament(const std::string& name) const;
std::shared_ptr<Tournament::Team> team_for_serial_number(
uint32_t serial_number) const;
private:
std::shared_ptr<Tournament> tournaments[0x20];
};
+113 -91
View File
@@ -214,6 +214,11 @@ void on_connect(std::shared_ptr<ServerState> s, std::shared_ptr<Client> c) {
}
void on_login_complete(shared_ptr<ServerState> s, shared_ptr<Client> c) {
if (c->flags & Client::Flag::IS_EPISODE_3) {
c->ep3_tournament_team = s->ep3_tournament_index->team_for_serial_number(
c->license->serial_number);
}
// On the BB data server, this function is called only on the last connection
// (when we should send the ship select menu).
if ((c->server_behavior == ServerBehavior::LOGIN_SERVER) ||
@@ -863,6 +868,113 @@ static void on_ep3_meseta_transaction(shared_ptr<ServerState>,
send_command(c, command, 0x03, &out_cmd, sizeof(out_cmd));
}
static bool start_ep3_tournament_match_if_pending(
shared_ptr<ServerState> s,
shared_ptr<Lobby> l,
shared_ptr<Client> c,
int16_t table_number) {
auto team = c->ep3_tournament_team.lock();
if (!team) {
return false; // Client is not registered in a tournament
}
auto tourn = team->tournament.lock();
if (!tourn) {
return false; // The tournament has been canceled
}
auto match = tourn->next_match_for_team(team);
if (!match) {
return false;
}
auto other_team = match->opponent_team_for_team(team);
unordered_set<uint32_t> required_serial_numbers;
for (uint32_t serial_number : team->player_serial_numbers) {
required_serial_numbers.emplace(serial_number);
}
for (uint32_t serial_number : other_team->player_serial_numbers) {
required_serial_numbers.emplace(serial_number);
}
unordered_set<shared_ptr<Client>> game_clients;
for (const auto& other_c : l->clients) {
if (!other_c) {
continue;
}
if ((other_c->card_battle_table_number == table_number) &&
required_serial_numbers.erase(other_c->license->serial_number)) {
game_clients.emplace(other_c);
}
}
if (!required_serial_numbers.empty()) {
return false;
}
// At this point, we've checked all the necessary conditions for a tournament
// match to begin.
for (const auto& other_c : l->clients) {
if (other_c && (other_c->card_battle_table_number == table_number)) {
other_c->card_battle_table_number = -1;
other_c->card_battle_table_seat_number = 0;
}
}
G_SetStateFlags_GC_Ep3_6xB4x03 state_cmd;
state_cmd.state.turn_num = 1;
state_cmd.state.battle_phase = Episode3::BattlePhase::INVALID_00;
state_cmd.state.current_team_turn1 = 0xFF;
state_cmd.state.current_team_turn2 = 0xFF;
state_cmd.state.action_subphase = Episode3::ActionSubphase::ATTACK;
state_cmd.state.setup_phase = Episode3::SetupPhase::REGISTRATION;
state_cmd.state.registration_phase = Episode3::RegistrationPhase::AWAITING_NUM_PLAYERS;
state_cmd.state.team_exp.clear(0);
state_cmd.state.team_dice_boost.clear(0);
state_cmd.state.first_team_turn = 0xFF;
state_cmd.state.tournament_flag = 0x01;
state_cmd.state.client_sc_card_types.clear(Episode3::CardType::INVALID_FF);
if (!(s->ep3_data_index->behavior_flags & Episode3::BehaviorFlag::DISABLE_MASKING)) {
uint8_t mask_key = (random_object<uint32_t>() % 0xFF) + 1;
set_mask_for_ep3_game_command(&state_cmd, sizeof(state_cmd), mask_key);
}
// For the final match, use higher EX values.
// TODO: What was the behavior on Sega's servers? We only have logs
// of two different threshold sets (which are implemented here).
static const std::pair<uint16_t, uint16_t> non_final_win_entries[10] = {
{60, 70}, {40, 50}, {25, 45}, {20, 40}, {13, 35}, {8, 30}, {5, 25}, {2, 20}, {-1, 15}, {0, 10}};
static const std::pair<uint16_t, uint16_t> non_final_lose_entries[10] = {
{1, 0}, {-1, 0}, {-3, 0}, {-5, 0}, {-7, 0}, {-10, 0}, {-12, 0}, {-15, 0}, {-18, 0}, {0, 0}};
static const std::pair<uint16_t, uint16_t> final_win_entries[10] = {
{40, 100}, {25, 95}, {20, 85}, {15, 75}, {10, 65}, {8, 60}, {5, 50}, {2, 40}, {-1, 30}, {0, 20}};
static const std::pair<uint16_t, uint16_t> final_lose_entries[10] = {
{1, -5}, {-1, -10}, {-3, -15}, {-7, -20}, {-15, -20}, {-20, -25}, {-30, -30}, {-40, -30}, {-50, -34}, {0, -40}};
G_SetEXResultValues_GC_Ep3_6xB4x4B ex_cmd;
const auto& win_entries = (match == tourn->get_final_match()) ? final_win_entries : non_final_win_entries;
const auto& lose_entries = (match == tourn->get_final_match()) ? final_lose_entries : non_final_lose_entries;
for (size_t z = 0; z < 10; z++) {
ex_cmd.win_entries[z].threshold = win_entries[z].first;
ex_cmd.win_entries[z].value = win_entries[z].second;
ex_cmd.lose_entries[z].threshold = lose_entries[z].first;
ex_cmd.lose_entries[z].value = lose_entries[z].second;
}
if (!(s->ep3_data_index->behavior_flags & Episode3::BehaviorFlag::DISABLE_MASKING)) {
uint8_t mask_key = (random_object<uint32_t>() % 0xFF) + 1;
set_mask_for_ep3_game_command(&ex_cmd, sizeof(ex_cmd), mask_key);
}
// TODO: We don't know if this works with multiple players. Test it.
uint32_t flags = Lobby::Flag::NON_V1_ONLY | Lobby::Flag::EPISODE_3_ONLY;
auto game = create_game_generic(s, c, u"<Tournament>", u"", 0xFF, 0, flags);
game->tournament_match = match;
for (auto game_c : game_clients) {
send_command_t(game_c, 0xC9, 0x00, state_cmd);
send_command_t(game_c, 0xC9, 0x00, ex_cmd);
s->change_client_lobby(game_c, game, false);
send_join_lobby(game_c, game);
game_c->flags |= Client::Flag::LOADING;
}
return true;
}
static void on_ep3_battle_table_state(shared_ptr<ServerState> s,
shared_ptr<Client> c, uint16_t, uint32_t flag, const string& data) { // E4
const auto& cmd = check_size_t<C_CardBattleTableState_GC_Ep3_E4>(data);
@@ -874,97 +986,7 @@ static void on_ep3_battle_table_state(shared_ptr<ServerState> s,
}
c->card_battle_table_number = cmd.table_number;
c->card_battle_table_seat_number = cmd.seat_number;
auto team = c->ep3_tournament_team.lock();
if (team) {
auto tourn = team->tournament.lock();
if (tourn) {
auto match = tourn->next_match_for_team(team);
if (match) {
auto other_team = match->opponent_team_for_team(team);
unordered_set<uint32_t> required_serial_numbers;
for (uint32_t serial_number : team->player_serial_numbers) {
required_serial_numbers.emplace(serial_number);
}
for (uint32_t serial_number : other_team->player_serial_numbers) {
required_serial_numbers.emplace(serial_number);
}
unordered_set<shared_ptr<Client>> game_clients;
for (const auto& other_c : l->clients) {
if (!other_c) {
continue;
}
if ((other_c->card_battle_table_number == cmd.table_number) &&
required_serial_numbers.erase(other_c->license->serial_number)) {
game_clients.emplace(other_c);
}
}
if (required_serial_numbers.empty()) {
for (const auto& other_c : l->clients) {
if (other_c && (other_c->card_battle_table_number == cmd.table_number)) {
other_c->card_battle_table_number = -1;
other_c->card_battle_table_seat_number = 0;
}
}
G_SetStateFlags_GC_Ep3_6xB4x03 state_cmd;
state_cmd.state.turn_num = 1;
state_cmd.state.battle_phase = Episode3::BattlePhase::INVALID_00;
state_cmd.state.current_team_turn1 = 0xFF;
state_cmd.state.current_team_turn2 = 0xFF;
state_cmd.state.action_subphase = Episode3::ActionSubphase::ATTACK;
state_cmd.state.setup_phase = Episode3::SetupPhase::REGISTRATION;
state_cmd.state.registration_phase = Episode3::RegistrationPhase::AWAITING_NUM_PLAYERS;
state_cmd.state.team_exp.clear(0);
state_cmd.state.team_dice_boost.clear(0);
state_cmd.state.first_team_turn = 0xFF;
state_cmd.state.tournament_flag = 0x01;
state_cmd.state.client_sc_card_types.clear(Episode3::CardType::INVALID_FF);
if (!(s->ep3_data_index->behavior_flags & Episode3::BehaviorFlag::DISABLE_MASKING)) {
uint8_t mask_key = (random_object<uint32_t>() % 0xFF) + 1;
set_mask_for_ep3_game_command(&state_cmd, sizeof(state_cmd), mask_key);
}
// For the final match, use higher EX values.
// TODO: What was the behavior on Sega's servers? We only have logs
// of two different threshold sets (which are implemented here).
static const std::pair<uint16_t, uint16_t> non_final_win_entries[10] = {
{60, 70}, {40, 50}, {25, 45}, {20, 40}, {13, 35}, {8, 30}, {5, 25}, {2, 20}, {-1, 15}, {0, 10}};
static const std::pair<uint16_t, uint16_t> non_final_lose_entries[10] = {
{1, 0}, {-1, 0}, {-3, 0}, {-5, 0}, {-7, 0}, {-10, 0}, {-12, 0}, {-15, 0}, {-18, 0}, {0, 0}};
static const std::pair<uint16_t, uint16_t> final_win_entries[10] = {
{40, 100}, {25, 95}, {20, 85}, {15, 75}, {10, 65}, {8, 60}, {5, 50}, {2, 40}, {-1, 30}, {0, 20}};
static const std::pair<uint16_t, uint16_t> final_lose_entries[10] = {
{1, -5}, {-1, -10}, {-3, -15}, {-7, -20}, {-15, -20}, {-20, -25}, {-30, -30}, {-40, -30}, {-50, -34}, {0, -40}};
G_SetEXResultValues_GC_Ep3_6xB4x4B ex_cmd;
const auto& win_entries = (match == tourn->get_final_match()) ? final_win_entries : non_final_win_entries;
const auto& lose_entries = (match == tourn->get_final_match()) ? final_lose_entries : non_final_lose_entries;
for (size_t z = 0; z < 10; z++) {
ex_cmd.win_entries[z].threshold = win_entries[z].first;
ex_cmd.win_entries[z].value = win_entries[z].second;
ex_cmd.lose_entries[z].threshold = lose_entries[z].first;
ex_cmd.lose_entries[z].value = lose_entries[z].second;
}
if (!(s->ep3_data_index->behavior_flags & Episode3::BehaviorFlag::DISABLE_MASKING)) {
uint8_t mask_key = (random_object<uint32_t>() % 0xFF) + 1;
set_mask_for_ep3_game_command(&ex_cmd, sizeof(ex_cmd), mask_key);
}
// TODO: We don't know if this works with multiple players. Test it.
uint32_t flags = Lobby::Flag::NON_V1_ONLY | Lobby::Flag::EPISODE_3_ONLY;
auto game = create_game_generic(s, c, u"<Tournament>", u"", 0xFF, 0, flags);
game->tournament_match = match;
for (auto game_c : game_clients) {
send_command_t(game_c, 0xC9, 0x00, state_cmd);
send_command_t(game_c, 0xC9, 0x00, ex_cmd);
s->change_client_lobby(game_c, game, false);
send_join_lobby(game_c, game);
game_c->flags |= Client::Flag::LOADING;
}
}
}
}
}
start_ep3_tournament_match_if_pending(s, l, c, cmd.table_number);
} else { // Leaving battle table
c->card_battle_table_number = -1;