123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183 |
- /*
- ===========================================================================
- 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();
- }
|