iw4x-client/iw4/Components/ServerList.cpp

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#include "..\STDInclude.hpp"
namespace Components
{
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unsigned int ServerList::CurrentServer = 0;
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ServerList::Container ServerList::RefreshContainer;
std::vector<ServerList::ServerInfo> ServerList::OnlineList;
int ServerList::GetServerCount()
{
return ServerList::OnlineList.size();
}
const char* ServerList::GetServerText(int index, int column)
{
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if ((unsigned int)index >= ServerList::OnlineList.size()) return "";
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ServerList::ServerInfo* Server = &ServerList::OnlineList[index];
switch (column)
{
case Column::Password:
{
return (Server->Password ? "X" : "");
}
case Column::Hostname:
{
return Server->Hostname.data();
}
case Column::Mapname:
{
return Game::UI_LocalizeMapName(Server->Mapname.data());
}
case Column::Players:
{
return Utils::VA("%i (%i)", Server->Clients, Server->MaxClients);
}
case Column::Gametype:
{
if (Server->Mod != "")
{
return (Server->Mod.data() + 5);
}
return Game::UI_LocalizeGameType(Server->Gametype.data());
}
case Column::Ping:
{
return Utils::VA("%i", Server->Ping);
}
}
return "";
}
void ServerList::SelectServer(int index)
{
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ServerList::CurrentServer = (unsigned int)index;
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}
void ServerList::Refresh()
{
ServerList::OnlineList.clear();
ServerList::RefreshContainer.Mutex.lock();
ServerList::RefreshContainer.Servers.clear();
ServerList::RefreshContainer.Mutex.unlock();
int masterPort = Dvar::Var("masterPort").Get<int>();
const char* masterServerName = Dvar::Var("masterServerName").Get<const char*>();
ServerList::RefreshContainer.Host = Network::Address(Utils::VA("%s:%u", masterServerName, masterPort));
ServerList::RefreshContainer.AwaitingList = true;
Network::Send(ServerList::RefreshContainer.Host, "getservers IW4 145 full empty");
}
void ServerList::Insert(Network::Address address, Utils::InfoString info)
{
// Do not enter any new servers, if we are awaiting a new list from the master
if (ServerList::RefreshContainer.AwaitingList) return;
ServerList::RefreshContainer.Mutex.lock();
for (auto i = ServerList::RefreshContainer.Servers.begin(); i != ServerList::RefreshContainer.Servers.end(); i++)
{
// Our desired server
if (i->Target == address)
{
// Challenge did not match
if (i->Challenge != info.Get("challenge"))
{
// Shall we remove the server from the queue?
// Better not, it might send a second response with the correct challenge.
// This might happen when users refresh twice (or more often) in a short period of time
break;
}
// TODO: Implement deeper check like version and game
ServerInfo server;
server.Hostname = info.Get("hostname");
server.Mapname = info.Get("mapname");
server.Gametype = info.Get("gametype");
server.Mod = info.Get("fs_game");
server.MatchType = atoi(info.Get("matchtype").data());
server.Clients = atoi(info.Get("clients").data());
server.MaxClients = atoi(info.Get("sv_maxclients").data());
server.Password = 0; // No info yet
server.Ping = (Game::Com_Milliseconds() - i->SendTime);
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server.Addr = address;
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ServerList::OnlineList.push_back(server);
ServerList::RefreshContainer.Servers.erase(i);
break;
}
}
ServerList::RefreshContainer.Mutex.unlock();
}
ServerList::ServerList()
{
ServerList::OnlineList.clear();
Network::Handle("getServersResponse", [] (Network::Address address, std::string data)
{
if (!ServerList::RefreshContainer.AwaitingList) return; // Only parse if we are awaiting a list
if (ServerList::RefreshContainer.Host != address) return; // Only parse from host we sent to
ServerList::RefreshContainer.AwaitingList = false;
ServerList::RefreshContainer.Mutex.lock();
// Is this safe? If server ip/port is encoded as '\', it might fail
// TODO: Rather parse six bytes and skip the seventh
auto servers = Utils::Explode(data, '\\');
if (servers.size())
{
if (servers[servers.size() - 1] == "EOT")
{
Logger::Print("We got an invalid response from the master. Trying to parse it anyways...\n");
}
for (unsigned int i = 0; i < servers.size() - 1; i++)
{
const char* server = servers[i].data();
DWORD ip = *(DWORD*)server;
uint16_t port = *(uint16_t*)(server + 4);
Network::Address serverAddr = address;
serverAddr.SetIP(ip);
serverAddr.SetPort(port);
serverAddr.Get()->type = Game::NA_IP;
ServerList::Container::ServerContainer container;
container.SendTime = Game::Com_Milliseconds();
container.Challenge = Utils::VA("%d", container.SendTime);
container.Sent = true;
container.Target = serverAddr;
ServerList::RefreshContainer.Servers.push_back(container);
Network::Send(container.Target, Utils::VA("getinfo %s\n", container.Challenge.data()));
}
}
ServerList::RefreshContainer.Mutex.unlock();
});
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// Set default masterServerName + port and save it
Utils::Hook::Set<const char*>(0x60AD92, "localhost");
Utils::Hook::Set<BYTE>(0x60AD90, Game::dvar_flag::DVAR_FLAG_SAVED); // masterServerName
Utils::Hook::Set<BYTE>(0x60ADC6, Game::dvar_flag::DVAR_FLAG_SAVED); // masterPort
// Add server list feeder
UIFeeder::Add(2.0f, ServerList::GetServerCount, ServerList::GetServerText, ServerList::SelectServer);
// Add required UIScripts
UIScript::Add("RefreshServers", ServerList::Refresh);
UIScript::Add("JoinServer", [] ()
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{
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if (ServerList::OnlineList.size() > ServerList::CurrentServer)
{
Party::Connect(ServerList::OnlineList[ServerList::CurrentServer].Addr);
}
});
UIScript::Add("ServerSort", [] (UIScript::Token token)
{
Logger::Print("Server list sorting by token: %d\n", token.Get<int>());
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});
}
ServerList::~ServerList()
{
ServerList::OnlineList.clear();
}
}