Esempio n. 1
0
        private static FriendStatus getFriendStatus(string steamid)
        {
            // TODO: Add idle status
            var browser = Browsers.Find(m => m.user != null && m.user.steam.steamid == steamid).FirstOrDefault();

            if (browser != null)
            {
                if (browser.lobby != null)
                {
                    if (browser.lobby.status > LobbyStatus.Queue)
                    {
                        return(FriendStatus.InGame);
                    }
                    else
                    {
                        return(FriendStatus.InLobby);
                    }
                }
                else
                {
                    return(FriendStatus.Online);
                }
            }
            else
            {
                return(FriendStatus.Offline);
            }
        }
Esempio n. 2
0
        void DeregisterClient(object se, OnClientDisconnectArgs e)
        {
            if (UID == null)
            {
                return;
            }
            var browsers = Browser.Find(m => m.user != null && m.user.Id == UID);

            foreach (var browser in browsers)
            {
                browser.SendManagerStatus(false);
            }
        }
Esempio n. 3
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        public static void JoinParty(BrowserController c, JObject jdata, string steamid)
        {
            var party = Browsers.Find(m => m.user != null && m.party != null && m.user.steam.steamid == steamid).FirstOrDefault().party;

            if (party == null)
            {
                c.RespondError(jdata, "Can't find that party.");
                return;
            }
            if (party.invitedUsers.Contains(c.user.steam.steamid))
            {
                if (party.users.Count() < party.users.Capacity)
                {
                    lock (party.users)
                        party.users.Add(PartyMember.FromUser(c.user));
                    c.party = party;
                }
                else
                {
                    c.RespondError(jdata, "Party is full");
                    return;
                }
            }
            else
            {
                c.RespondError(jdata, "You are not invited to that party.");
                return;
            }

            TransmitPartyUpdate(party, new[] { "users" });
        }
Esempio n. 4
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        private string HandleStatsPlayers()
        {
            JObject data = new JObject();

            var browsers = Browsers.Find(m => m.user != null);

            data["online"] = browsers.Count();
            if (lastMonth == 0 || (DateTime.UtcNow - lastupdated).TotalHours > 1)
            {
                data["lastmonth"] =
                    lastMonth     =
                        (int)Mongo.Users.Count(Query.GT("steam.lastlogoff", DateTime.UtcNow.AddDays(-30).ToUnixTime()));
                lastupdated = DateTime.UtcNow;
            }
            else
            {
                data["lastmonth"] = lastMonth;
            }
            data["playing"] = browsers.Count(m => m.lobby != null);

            return(data.ToString(Formatting.Indented));
        }
Esempio n. 5
0
        private static void doMatchmake()
        {
            Matchmake[] mmArray;

            List <Matchmake> deleted = new List <Matchmake>(5);

            //we can't lock the whole thing, will make scale a pain
            lock (inMatchmaking)
                mmArray = inMatchmaking.ToArray();

            foreach (var match in mmArray)
            {
                //if the match was moved to the other queue, simply ignore it
                if (match.Status == MatchmakeStatus.TeamQueue)
                {
                    continue;
                }
                if (deleted.Contains(match))
                {
                    continue;
                }
                // Find match with a similar rating (search margin increases every try), enough free slots and a common mod
                var matchFound = mmArray.FirstOrDefault(x => x != match && match.IsMatch(x) && !deleted.Contains(x));

                if (matchFound != null)
                {
                    // Merge everything to the new match
                    match.MergeMatches(matchFound);
                    deleted.Add(matchFound);

                    match.UpdateRating();

                    // update the browsers with the new match
                    foreach (var browser in Browsers.Find(b => b.user != null && b.matchmake != null && b.matchmake.id == matchFound.id))
                    {
                        browser.matchmake = match;
                    }

                    log.InfoFormat(
                        "Matchmake merged from {0} players to {1} players after {2} tries. New rating: {3}",
                        matchFound.Users.Count, match.Users.Count, match.TryCount,
                        string.Join(", ", match.Ratings.Values));

                    //remove the old match, we dont need it
                    lock (inMatchmaking)
                        inMatchmaking.Remove(matchFound);

                    //if we are crowded
                    if (match.Users.Count == TEAM_PLAYERS)
                    {
                        //reset the tries and dont ignore it
                        match.TryCount = 1;

                        //move to team MM
                        lock (inMatchmaking)
                            inMatchmaking.Remove(match);

                        lock (inTeamMatchmaking)
                            inTeamMatchmaking.Add(match);

                        match.Status = MatchmakeStatus.TeamQueue;
                        TransmitMatchmakeUpdate(match, new[] { "Status", "UserCount" });
                    }
                    else
                    {
                        TransmitMatchmakeUpdate(match, new[] { "UserCount" });
                    }
                }
                // match is already full, add to teamMM, should only happen if TEAM_PLAYERS is 1 or when changing values in debug mode.
                else if (match.Users.Count == TEAM_PLAYERS)
                {
                    //reset the tries and dont ignore it
                    match.TryCount = 1;

                    //move to team MM
                    lock (inMatchmaking)
                        inMatchmaking.Remove(match);

                    lock (inTeamMatchmaking)
                        inTeamMatchmaking.Add(match);

                    match.Status = MatchmakeStatus.TeamQueue;
                    TransmitMatchmakeUpdate(match, new[] { "Status", "UserCount" });
                }
                else
                {
                    //no match found, open the possibilities
                    match.TryCount++;
                }
            }
        }