doom3-bfg/neo/sys/sys_lobby_backend_direct.cpp
2012-11-26 12:58:24 -06:00

226 lines
5.9 KiB
C++

/*
===========================================================================
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.
===========================================================================
*/
#pragma hdrstop
#include "../idlib/precompiled.h"
#include "sys_lobby_backend.h"
#include "sys_lobby_backend_direct.h"
extern idCVar net_port;
extern idLobbyToSessionCB * lobbyToSessionCB;
/*
========================
idLobbyBackendDirect::idLobbyBackendWin
========================
*/
idLobbyBackendDirect::idLobbyBackendDirect() {
state = STATE_INVALID;
}
/*
========================
idLobbyBackendDirect::StartHosting
========================
*/
void idLobbyBackendDirect::StartHosting( const idMatchParameters & p, float skillLevel, lobbyBackendType_t type ) {
NET_VERBOSE_PRINT( "idLobbyBackendDirect::StartHosting\n" );
isLocal = MatchTypeIsLocal( p.matchFlags );
isHost = true;
state = STATE_READY;
isLocal = true;
}
/*
========================
idLobbyBackendDirect::StartFinding
========================
*/
void idLobbyBackendDirect::StartFinding( const idMatchParameters & p, int numPartyUsers, float skillLevel ) {
isLocal = MatchTypeIsLocal( p.matchFlags );
isHost = false;
if ( lobbyToSessionCB->CanJoinLocalHost() ) {
state = STATE_READY;
} else {
state = STATE_FAILED;
}
}
/*
========================
idLobbyBackendDirect::GetSearchResults
========================
*/
void idLobbyBackendDirect::GetSearchResults( idList< lobbyConnectInfo_t > & searchResults ) {
lobbyConnectInfo_t fakeResult;
searchResults.Clear();
searchResults.Append( fakeResult );
}
/*
========================
idLobbyBackendDirect::JoinFromConnectInfo
========================
*/
void idLobbyBackendDirect::JoinFromConnectInfo( const lobbyConnectInfo_t & connectInfo ) {
if ( lobbyToSessionCB->CanJoinLocalHost() ) {
Sys_StringToNetAdr( "localhost", &address, true );
address.port = net_port.GetInteger();
} else {
address = connectInfo.netAddr;
}
state = STATE_READY;
isLocal = false;
isHost = false;
}
/*
========================
idLobbyBackendDirect::Shutdown
========================
*/
void idLobbyBackendDirect::Shutdown() {
state = STATE_SHUTDOWN;
}
/*
========================
idLobbyBackendDirect::BecomeHost
========================
*/
void idLobbyBackendDirect::BecomeHost( int numInvites ) {
}
/*
========================
idLobbyBackendDirect::FinishBecomeHost
========================
*/
void idLobbyBackendDirect::FinishBecomeHost() {
isHost = true;
}
/*
========================
idLobbyBackendDirect::GetOwnerAddress
========================
*/
void idLobbyBackendDirect::GetOwnerAddress( lobbyAddress_t & outAddr ) {
outAddr.netAddr = address;
state = STATE_READY;
}
/*
========================
idLobbyBackendDirect::SetIsJoinable
========================
*/
void idLobbyBackendDirect::SetIsJoinable( bool joinable ) {
}
/*
========================
idLobbyBackendDirect::GetConnectInfo
========================
*/
lobbyConnectInfo_t idLobbyBackendDirect::GetConnectInfo() {
lobbyConnectInfo_t connectInfo;
// If we aren't the host, this lobby should have been joined through JoinFromConnectInfo
if ( IsHost() ) {
// If we are the host, give them our ip address
const char * ip = Sys_GetLocalIP( 0 );
Sys_StringToNetAdr( ip, &address, false );
address.port = net_port.GetInteger();
}
connectInfo.netAddr = address;
return connectInfo;
}
/*
========================
idLobbyBackendDirect::IsOwnerOfConnectInfo
========================
*/
bool idLobbyBackendDirect::IsOwnerOfConnectInfo( const lobbyConnectInfo_t & connectInfo ) const {
return Sys_CompareNetAdrBase( address, connectInfo.netAddr );
}
/*
========================
idLobbyBackendDirect::Pump
========================
*/
void idLobbyBackendDirect::Pump() {
}
/*
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idLobbyBackendDirect::UpdateMatchParms
========================
*/
void idLobbyBackendDirect::UpdateMatchParms( const idMatchParameters & p ) {
}
/*
========================
idLobbyBackendDirect::UpdateLobbySkill
========================
*/
void idLobbyBackendDirect::UpdateLobbySkill( float lobbySkill ) {
}
/*
========================
idLobbyBackendDirect::SetInGame
========================
*/
void idLobbyBackendDirect::SetInGame( bool value ) {
}
/*
========================
idLobbyBackendDirect::RegisterUser
========================
*/
void idLobbyBackendDirect::RegisterUser( lobbyUser_t * user, bool isLocal ) {
}
/*
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idLobbyBackendDirect::UnregisterUser
========================
*/
void idLobbyBackendDirect::UnregisterUser( lobbyUser_t * user, bool isLocal ) {
}