mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-15 06:51:22 +00:00
206 lines
No EOL
4.8 KiB
C++
206 lines
No EOL
4.8 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 "precompiled.h"
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#include "sys_lobby_backend.h"
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#include "sys_dedicated_server_search.h"
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/*
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========================
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idDedicatedServerSearch::idDedicatedServerSearch
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========================
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*/
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idDedicatedServerSearch::idDedicatedServerSearch() :
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callback( NULL )
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{
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}
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/*
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========================
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idDedicatedServerSearch::~idDedicatedServerSearch
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========================
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*/
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idDedicatedServerSearch::~idDedicatedServerSearch()
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{
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if( callback != NULL )
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{
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delete callback;
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}
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}
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/*
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========================
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idDedicatedServerSearch::StartSearch
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========================
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*/
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void idDedicatedServerSearch::StartSearch( const idCallback& cb )
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{
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Clear();
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callback = cb.Clone();
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}
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/*
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========================
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idDedicatedServerSearch::Clear
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========================
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*/
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void idDedicatedServerSearch::Clear()
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{
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if( callback != NULL )
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{
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delete callback;
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callback = NULL;
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}
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list.Clear();
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}
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/*
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========================
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idDedicatedServerSearch::Clear
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========================
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*/
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void idDedicatedServerSearch::HandleQueryAck( lobbyAddress_t& addr, idBitMsg& msg )
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{
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bool found = false;
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// Find the server this ack belongs to
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for( int i = 0; i < list.Num(); i++ )
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{
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serverInfoDedicated_t& query = list[i];
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if( query.addr.Compare( addr ) )
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{
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// Found the server
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found = true;
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bool canJoin = msg.ReadBool();
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if( !canJoin )
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{
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// If we can't join this server, then remove it
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list.RemoveIndex( i-- );
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break;
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}
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query.serverInfo.Read( msg );
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query.connectedPlayers.Clear();
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for( int i = 0; i < query.serverInfo.numPlayers; i++ )
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{
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idStr user;
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msg.ReadString( user );
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query.connectedPlayers.Append( user );
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}
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break;
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}
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}
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if( !found )
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{
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bool canJoin = msg.ReadBool();
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if( canJoin )
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{
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serverInfoDedicated_t newServer;
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newServer.addr = addr;
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newServer.serverInfo.Read( msg );
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if( newServer.serverInfo.serverName.IsEmpty() )
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{
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newServer.serverInfo.serverName = addr.ToString();
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}
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newServer.connectedPlayers.Clear();
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for( int i = 0; i < newServer.serverInfo.numPlayers; i++ )
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{
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idStr user;
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msg.ReadString( user );
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newServer.connectedPlayers.Append( user );
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}
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list.Append( newServer );
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}
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}
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if( callback != NULL )
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{
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callback->Call();
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}
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}
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/*
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========================
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idDedicatedServerSearch::GetAddrAtIndex
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========================
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*/
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bool idDedicatedServerSearch::GetAddrAtIndex( netadr_t& addr, int i )
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{
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if( i >= 0 && i < list.Num() )
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{
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addr = list[i].addr.netAddr;
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return true;
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}
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return false;
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}
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/*
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========================
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idDedicatedServerSearch::DescribeServerAtIndex
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========================
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*/
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const serverInfo_t* idDedicatedServerSearch::DescribeServerAtIndex( int i ) const
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{
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if( i >= 0 && i < list.Num() )
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{
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return &list[i].serverInfo;
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}
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return NULL;
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}
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/*
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========================
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idDedicatedServerSearch::GetServerPlayersAtIndex
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========================
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*/
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const idList< idStr >* idDedicatedServerSearch::GetServerPlayersAtIndex( int i ) const
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{
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if( i >= 0 && i < list.Num() )
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{
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return &list[i].connectedPlayers;
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}
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return NULL;
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}
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/*
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========================
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idDedicatedServerSearch::NumServers
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========================
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*/
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int idDedicatedServerSearch::NumServers() const
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{
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return list.Num();
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} |