mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-24 21:11:49 +00:00
170 lines
5.6 KiB
C++
170 lines
5.6 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __SERVERSCAN_H__
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#define __SERVERSCAN_H__
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/*
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===============================================================================
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Scan for servers, on the LAN or from a list
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Update a listDef GUI through usage of idListGUI class
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When updating large lists of servers, sends out getInfo in small batches to avoid congestion
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===============================================================================
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*/
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// storage for incoming servers / server scan
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typedef struct {
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netadr_t adr;
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int id;
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int time;
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} inServer_t;
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// the menu gui uses a hard-coded control type to display a list of network games
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typedef struct {
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netadr_t adr;
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idDict serverInfo;
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int ping;
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int id; // idnet mode sends an id for each server in list
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int clients;
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char nickname[ MAX_NICKLEN ][ MAX_ASYNC_CLIENTS ];
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short pings[ MAX_ASYNC_CLIENTS ];
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int rate[ MAX_ASYNC_CLIENTS ];
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int OSMask;
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int challenge;
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} networkServer_t;
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typedef enum {
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SORT_PING,
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SORT_SERVERNAME,
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SORT_PLAYERS,
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SORT_GAMETYPE,
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SORT_MAP,
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SORT_GAME
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} serverSort_t;
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class idServerScan : public idList<networkServer_t> {
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public:
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idServerScan( );
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int InfoResponse( networkServer_t &server );
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// add an internet server - ( store a numeric id along with it )
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void AddServer( int id, const char *srv );
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// we are going to feed server entries to be pinged
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// if timeout is true, use a timeout once we start AddServer to trigger EndServers and decide the scan is done
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void StartServers( bool timeout );
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// we are done filling up the list of server entries
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void EndServers( );
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// scan the current list of servers - used for refreshes and while receiving a fresh list
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void NetScan( );
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// clear
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void Clear( );
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// called each game frame. Updates the scanner state, takes care of ongoing scans
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void RunFrame( );
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typedef enum {
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IDLE = 0,
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WAIT_ON_INIT,
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LAN_SCAN,
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NET_SCAN
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} scan_state_t;
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scan_state_t GetState() { return scan_state; }
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void SetState( scan_state_t );
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bool GetBestPing( networkServer_t &serv );
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// prepare for a LAN scan. idAsyncClient does the network job (UDP broadcast), we do the storage
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void SetupLANScan( );
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void GUIConfig( idUserInterface *pGUI, const char *name );
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// update the GUI fields with information about the currently selected server
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void GUIUpdateSelected( void );
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void Shutdown( );
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void ApplyFilter( );
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// there is an internal toggle, call twice with same sort to switch
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void SetSorting( serverSort_t sort );
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int GetChallenge( );
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private:
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static const int MAX_PINGREQUESTS = 32; // how many servers to query at once
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static const int REPLY_TIMEOUT = 999; // how long should we wait for a reply from a game server
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static const int INCOMING_TIMEOUT = 1500; // when we got an incoming server list, how long till we decide the list is done
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static const int REFRESH_START = 10000; // how long to wait when sending the initial refresh request
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scan_state_t scan_state;
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bool incoming_net; // set to true while new servers are fed through AddServer
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bool incoming_useTimeout;
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int incoming_lastTime;
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int lan_pingtime; // holds the time of LAN scan
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// servers we're waiting for a reply from
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// won't exceed MAX_PINGREQUESTS elements
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// holds index of net_servers elements, indexed by 'from' string
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idDict net_info;
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idList<inServer_t> net_servers;
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// where we are in net_servers list for getInfo emissions ( NET_SCAN only )
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// we may either be waiting on MAX_PINGREQUESTS, or for net_servers to grow some more ( through AddServer )
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int cur_info;
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idUserInterface *m_pGUI;
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idListGUI * listGUI;
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serverSort_t m_sort;
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bool m_sortAscending;
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idList<int> m_sortedServers; // use ascending for the walking order
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idStr screenshot;
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int challenge; // challenge for current scan
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int endWaitTime; // when to stop waiting on a port init
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private:
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void LocalClear( ); // we need to clear some internal data as well
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void EmitGetInfo( netadr_t &serv );
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void GUIAdd( int id, const networkServer_t server );
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bool IsFiltered( const networkServer_t server );
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static int Cmp( const int *a, const int *b );
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};
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#endif /* !__SERVERSCAN_H__ */
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