doom3-bfg/neo/sys/sys_dedicated_server_search.h

65 lines
2.4 KiB
C
Raw Normal View History

2012-11-26 18:58:24 +00:00
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition 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 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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.
===========================================================================
*/
#ifndef __DEDICATEDSERVERSEARCH_H__
#define __DEDICATEDSERVERSEARCH_H__
/*
================================================
idDedicatedServerSearch
================================================
*/
class idDedicatedServerSearch {
public:
idDedicatedServerSearch();
~idDedicatedServerSearch();
void StartSearch( const idCallback & cb );
void Clear();
void HandleQueryAck( lobbyAddress_t & addr, idBitMsg & msg );
bool GetAddrAtIndex( netadr_t & addr, int i );
const serverInfo_t * DescribeServerAtIndex( int i ) const;
const idList< idStr > * GetServerPlayersAtIndex( int i ) const;
int NumServers() const;
private:
struct serverInfoDedicated_t {
lobbyAddress_t addr;
serverInfo_t serverInfo;
idList< idStr > connectedPlayers;
};
idList< serverInfoDedicated_t > list;
idCallback * callback;
};
#endif // __DEDICATEDSERVERSEARCH_H__