mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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67 lines
No EOL
2.4 KiB
C++
67 lines
No EOL
2.4 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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#ifndef __DEDICATEDSERVERSEARCH_H__
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#define __DEDICATEDSERVERSEARCH_H__
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/*
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================================================
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idDedicatedServerSearch
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================================================
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*/
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class idDedicatedServerSearch
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{
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public:
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idDedicatedServerSearch();
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~idDedicatedServerSearch();
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void StartSearch( const idCallback& cb );
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void Clear();
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void HandleQueryAck( lobbyAddress_t& addr, idBitMsg& msg );
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bool GetAddrAtIndex( netadr_t& addr, int i );
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const serverInfo_t* DescribeServerAtIndex( int i ) const;
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const idList< idStr >* GetServerPlayersAtIndex( int i ) const;
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int NumServers() const;
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private:
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struct serverInfoDedicated_t
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{
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lobbyAddress_t addr;
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serverInfo_t serverInfo;
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idList< idStr > connectedPlayers;
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};
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idList< serverInfoDedicated_t > list;
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idCallback* callback;
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};
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#endif // __DEDICATEDSERVERSEARCH_H__
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