/* =========================================================================== 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 . 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. =========================================================================== */ #pragma hdrstop #include "precompiled.h" #include "sys_lobby_backend.h" #include "sys_dedicated_server_search.h" /* ======================== idDedicatedServerSearch::idDedicatedServerSearch ======================== */ idDedicatedServerSearch::idDedicatedServerSearch() : callback( NULL ) { } /* ======================== idDedicatedServerSearch::~idDedicatedServerSearch ======================== */ idDedicatedServerSearch::~idDedicatedServerSearch() { if( callback != NULL ) { delete callback; } } /* ======================== idDedicatedServerSearch::StartSearch ======================== */ void idDedicatedServerSearch::StartSearch( const idCallback& cb ) { Clear(); callback = cb.Clone(); } /* ======================== idDedicatedServerSearch::Clear ======================== */ void idDedicatedServerSearch::Clear() { if( callback != NULL ) { delete callback; callback = NULL; } list.Clear(); } /* ======================== idDedicatedServerSearch::Clear ======================== */ void idDedicatedServerSearch::HandleQueryAck( lobbyAddress_t& addr, idBitMsg& msg ) { bool found = false; // Find the server this ack belongs to for( int i = 0; i < list.Num(); i++ ) { serverInfoDedicated_t& query = list[i]; if( query.addr.Compare( addr ) ) { // Found the server found = true; bool canJoin = msg.ReadBool(); if( !canJoin ) { // If we can't join this server, then remove it list.RemoveIndex( i-- ); break; } query.serverInfo.Read( msg ); query.connectedPlayers.Clear(); for( int i = 0; i < query.serverInfo.numPlayers; i++ ) { idStr user; msg.ReadString( user ); query.connectedPlayers.Append( user ); } break; } } if( !found ) { bool canJoin = msg.ReadBool(); if( canJoin ) { serverInfoDedicated_t newServer; newServer.addr = addr; newServer.serverInfo.Read( msg ); if( newServer.serverInfo.serverName.IsEmpty() ) { newServer.serverInfo.serverName = addr.ToString(); } newServer.connectedPlayers.Clear(); for( int i = 0; i < newServer.serverInfo.numPlayers; i++ ) { idStr user; msg.ReadString( user ); newServer.connectedPlayers.Append( user ); } list.Append( newServer ); } } if( callback != NULL ) { callback->Call(); } } /* ======================== idDedicatedServerSearch::GetAddrAtIndex ======================== */ bool idDedicatedServerSearch::GetAddrAtIndex( netadr_t& addr, int i ) { if( i >= 0 && i < list.Num() ) { addr = list[i].addr.netAddr; return true; } return false; } /* ======================== idDedicatedServerSearch::DescribeServerAtIndex ======================== */ const serverInfo_t* idDedicatedServerSearch::DescribeServerAtIndex( int i ) const { if( i >= 0 && i < list.Num() ) { return &list[i].serverInfo; } return NULL; } /* ======================== idDedicatedServerSearch::GetServerPlayersAtIndex ======================== */ const idList< idStr >* idDedicatedServerSearch::GetServerPlayersAtIndex( int i ) const { if( i >= 0 && i < list.Num() ) { return &list[i].connectedPlayers; } return NULL; } /* ======================== idDedicatedServerSearch::NumServers ======================== */ int idDedicatedServerSearch::NumServers() const { return list.Num(); }