/* =========================================================================== 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. =========================================================================== */ #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__