doom3-bfg/neo/sys/sys_lobby_backend_direct.cpp
Daniel Gibson b38aff8995 Fix sending clients from lobby to game when lobby and game are on same server
In the current case (only "direct" lobby backend, i.e. connect to a
server directly), lobby and game are always on the same server anyway..

It used to send the IP of the first network interface.. that kinda works
on Windows and FreeBSD in LANs (i.e. not over the internet or even
behind a NAT), but not at all on Linux, because the first device seems
to be the loopback device there (at least on my machine)..
Now it sends net_ip (so it should even work behind NAT) or, if net_ip is
set to "localhost" (the default), 0.0.0.0 is sent, which the client
interprets as "just use the IP of the lobby you're already connected to"
2013-03-17 23:35:12 +01:00

264 lines
6.7 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 "precompiled.h"
#include "sys_lobby_backend.h"
#include "sys_lobby_backend_direct.h"
extern idCVar net_port;
extern idCVar net_ip;
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() )
{
// TODO: "CanJoinLocalHost" == *must* join LocalHost ?!
Sys_StringToNetAdr( "localhost", &address, true );
address.port = net_port.GetInteger();
NET_VERBOSE_PRINT( "NET: idLobbyBackendDirect::JoinFromConnectInfo(): canJoinLocalHost\n" );
}
else
{
address = connectInfo.netAddr;
NET_VERBOSE_PRINT( "NET: idLobbyBackendDirect::JoinFromConnectInfo(): %s\n", Sys_NetAdrToString( address ) );
}
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
// DG: always using the first IP doesn't work, because on linux that's 127.0.0.1
// and even if not, this causes trouble with NAT.
// So either use net_ip or, if it's not set ("localhost"), use 0.0.0.0 which is
// a special case the client will treat as "just use the IP I used for the lobby"
// (which is the right behavior for the Direct backend, I guess).
// the client special case is in idLobby::HandleReliableMsg
const char* ip = net_ip.GetString();
if( ip == NULL || idStr::Length( ip ) == 0 || idStr::Icmp( ip, "localhost" ) == 0 )
ip = "0.0.0.0";
// DG end
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()
{
}
/*
========================
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 )
{
}
/*
========================
idLobbyBackendDirect::UnregisterUser
========================
*/
void idLobbyBackendDirect::UnregisterUser( lobbyUser_t* user, bool isLocal )
{
}