mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-26 22:11:42 +00:00
226 lines
5.9 KiB
C++
226 lines
5.9 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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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#pragma hdrstop
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#include "../idlib/precompiled.h"
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#include "sys_lobby_backend.h"
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#include "sys_lobby_backend_direct.h"
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extern idCVar net_port;
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extern idLobbyToSessionCB * lobbyToSessionCB;
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/*
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========================
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idLobbyBackendDirect::idLobbyBackendWin
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========================
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*/
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idLobbyBackendDirect::idLobbyBackendDirect() {
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state = STATE_INVALID;
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}
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/*
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========================
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idLobbyBackendDirect::StartHosting
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========================
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*/
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void idLobbyBackendDirect::StartHosting( const idMatchParameters & p, float skillLevel, lobbyBackendType_t type ) {
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NET_VERBOSE_PRINT( "idLobbyBackendDirect::StartHosting\n" );
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isLocal = MatchTypeIsLocal( p.matchFlags );
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isHost = true;
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state = STATE_READY;
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isLocal = true;
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}
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/*
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========================
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idLobbyBackendDirect::StartFinding
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========================
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*/
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void idLobbyBackendDirect::StartFinding( const idMatchParameters & p, int numPartyUsers, float skillLevel ) {
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isLocal = MatchTypeIsLocal( p.matchFlags );
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isHost = false;
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if ( lobbyToSessionCB->CanJoinLocalHost() ) {
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state = STATE_READY;
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} else {
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state = STATE_FAILED;
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}
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}
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/*
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========================
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idLobbyBackendDirect::GetSearchResults
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========================
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*/
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void idLobbyBackendDirect::GetSearchResults( idList< lobbyConnectInfo_t > & searchResults ) {
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lobbyConnectInfo_t fakeResult;
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searchResults.Clear();
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searchResults.Append( fakeResult );
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}
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/*
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========================
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idLobbyBackendDirect::JoinFromConnectInfo
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========================
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*/
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void idLobbyBackendDirect::JoinFromConnectInfo( const lobbyConnectInfo_t & connectInfo ) {
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if ( lobbyToSessionCB->CanJoinLocalHost() ) {
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Sys_StringToNetAdr( "localhost", &address, true );
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address.port = net_port.GetInteger();
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} else {
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address = connectInfo.netAddr;
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}
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state = STATE_READY;
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isLocal = false;
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isHost = false;
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}
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/*
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========================
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idLobbyBackendDirect::Shutdown
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========================
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*/
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void idLobbyBackendDirect::Shutdown() {
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state = STATE_SHUTDOWN;
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}
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/*
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========================
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idLobbyBackendDirect::BecomeHost
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========================
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*/
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void idLobbyBackendDirect::BecomeHost( int numInvites ) {
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}
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/*
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========================
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idLobbyBackendDirect::FinishBecomeHost
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========================
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*/
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void idLobbyBackendDirect::FinishBecomeHost() {
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isHost = true;
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}
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/*
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========================
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idLobbyBackendDirect::GetOwnerAddress
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========================
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*/
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void idLobbyBackendDirect::GetOwnerAddress( lobbyAddress_t & outAddr ) {
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outAddr.netAddr = address;
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state = STATE_READY;
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}
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/*
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========================
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idLobbyBackendDirect::SetIsJoinable
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========================
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*/
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void idLobbyBackendDirect::SetIsJoinable( bool joinable ) {
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}
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/*
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========================
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idLobbyBackendDirect::GetConnectInfo
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========================
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*/
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lobbyConnectInfo_t idLobbyBackendDirect::GetConnectInfo() {
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lobbyConnectInfo_t connectInfo;
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// If we aren't the host, this lobby should have been joined through JoinFromConnectInfo
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if ( IsHost() ) {
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// If we are the host, give them our ip address
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const char * ip = Sys_GetLocalIP( 0 );
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Sys_StringToNetAdr( ip, &address, false );
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address.port = net_port.GetInteger();
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}
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connectInfo.netAddr = address;
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return connectInfo;
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}
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/*
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========================
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idLobbyBackendDirect::IsOwnerOfConnectInfo
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========================
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*/
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bool idLobbyBackendDirect::IsOwnerOfConnectInfo( const lobbyConnectInfo_t & connectInfo ) const {
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return Sys_CompareNetAdrBase( address, connectInfo.netAddr );
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}
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/*
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========================
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idLobbyBackendDirect::Pump
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========================
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*/
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void idLobbyBackendDirect::Pump() {
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}
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/*
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========================
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idLobbyBackendDirect::UpdateMatchParms
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========================
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*/
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void idLobbyBackendDirect::UpdateMatchParms( const idMatchParameters & p ) {
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}
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/*
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========================
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idLobbyBackendDirect::UpdateLobbySkill
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========================
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*/
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void idLobbyBackendDirect::UpdateLobbySkill( float lobbySkill ) {
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}
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/*
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========================
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idLobbyBackendDirect::SetInGame
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========================
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*/
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void idLobbyBackendDirect::SetInGame( bool value ) {
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}
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/*
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========================
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idLobbyBackendDirect::RegisterUser
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========================
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*/
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void idLobbyBackendDirect::RegisterUser( lobbyUser_t * user, bool isLocal ) {
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}
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/*
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========================
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idLobbyBackendDirect::UnregisterUser
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========================
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*/
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void idLobbyBackendDirect::UnregisterUser( lobbyUser_t * user, bool isLocal ) {
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}
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