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

183 lines
No EOL
4.8 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_dedicated_server_search.h"
/*
========================
idDedicatedServerSearch::idDedicatedServerSearch
========================
*/
idDedicatedServerSearch::idDedicatedServerSearch() :
callback( NULL ) {
}
/*
========================
idDedicatedServerSearch::~idDedicatedServerSearch
========================
*/
idDedicatedServerSearch::~idDedicatedServerSearch() {
if ( callback != NULL ) {
delete callback;
}
}
/*
========================
idDedicatedServerSearch::StartSearch
========================
*/
void idDedicatedServerSearch::StartSearch( const idCallback & cb ) {
Clear();
callback = cb.Clone();
}
/*
========================
idDedicatedServerSearch::Clear
========================
*/
void idDedicatedServerSearch::Clear() {
if ( callback != NULL ) {
delete callback;
callback = NULL;
}
list.Clear();
}
/*
========================
idDedicatedServerSearch::Clear
========================
*/
void idDedicatedServerSearch::HandleQueryAck( lobbyAddress_t & addr, idBitMsg & msg ) {
bool found = false;
// Find the server this ack belongs to
for ( int i = 0; i < list.Num(); i++ ) {
serverInfoDedicated_t & query = list[i];
if ( query.addr.Compare( addr ) ) {
// Found the server
found = true;
bool canJoin = msg.ReadBool();
if ( !canJoin ) {
// If we can't join this server, then remove it
list.RemoveIndex( i-- );
break;
}
query.serverInfo.Read( msg );
query.connectedPlayers.Clear();
for ( int i = 0; i < query.serverInfo.numPlayers; i++ ) {
idStr user;
msg.ReadString( user );
query.connectedPlayers.Append( user );
}
break;
}
}
if ( !found ) {
bool canJoin = msg.ReadBool();
if ( canJoin ) {
serverInfoDedicated_t newServer;
newServer.addr = addr;
newServer.serverInfo.Read( msg );
if ( newServer.serverInfo.serverName.IsEmpty() ) {
newServer.serverInfo.serverName = addr.ToString();
}
newServer.connectedPlayers.Clear();
for ( int i = 0; i < newServer.serverInfo.numPlayers; i++ ) {
idStr user;
msg.ReadString( user );
newServer.connectedPlayers.Append( user );
}
list.Append( newServer );
}
}
if ( callback != NULL ) {
callback->Call();
}
}
/*
========================
idDedicatedServerSearch::GetAddrAtIndex
========================
*/
bool idDedicatedServerSearch::GetAddrAtIndex( netadr_t & addr, int i ) {
if ( i >= 0 && i < list.Num() ) {
addr = list[i].addr.netAddr;
return true;
}
return false;
}
/*
========================
idDedicatedServerSearch::DescribeServerAtIndex
========================
*/
const serverInfo_t * idDedicatedServerSearch::DescribeServerAtIndex( int i ) const {
if ( i >= 0 && i < list.Num() ) {
return &list[i].serverInfo;
}
return NULL;
}
/*
========================
idDedicatedServerSearch::GetServerPlayersAtIndex
========================
*/
const idList< idStr > * idDedicatedServerSearch::GetServerPlayersAtIndex( int i ) const {
if ( i >= 0 && i < list.Num() ) {
return &list[i].connectedPlayers;
}
return NULL;
}
/*
========================
idDedicatedServerSearch::NumServers
========================
*/
int idDedicatedServerSearch::NumServers() const {
return list.Num();
}