iw4x-client/src/Components/Modules/ServerList.cpp

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#include "STDInclude.hpp"
namespace Components
{
bool ServerList::SortAsc = true;
int ServerList::SortKey = ServerList::Column::Ping;
unsigned int ServerList::CurrentServer = 0;
ServerList::Container ServerList::RefreshContainer;
std::vector<ServerList::ServerInfo> ServerList::OnlineList;
std::vector<ServerList::ServerInfo> ServerList::OfflineList;
std::vector<ServerList::ServerInfo> ServerList::FavouriteList;
std::vector<unsigned int> ServerList::VisibleList;
std::vector<ServerList::ServerInfo>* ServerList::GetList()
{
if (ServerList::IsOnlineList())
{
return &ServerList::OnlineList;
}
else if (ServerList::IsOfflineList())
{
return &ServerList::OfflineList;
}
else if (ServerList::IsFavouriteList())
{
return &ServerList::FavouriteList;
}
return nullptr;
}
bool ServerList::IsFavouriteList()
{
return (Dvar::Var("ui_netSource").get<int>() == 2);
}
bool ServerList::IsOfflineList()
{
return (Dvar::Var("ui_netSource").get<int>() == 0);
}
bool ServerList::IsOnlineList()
{
return (Dvar::Var("ui_netSource").get<int>() == 1);
}
unsigned int ServerList::GetServerCount()
{
return ServerList::VisibleList.size();
}
const char* ServerList::GetServerText(unsigned int index, int column)
{
ServerList::ServerInfo* info = ServerList::GetServer(index);
if (info)
{
return ServerList::GetServerInfoText(info, column);
}
return "";
}
const char* ServerList::GetServerInfoText(ServerList::ServerInfo* server, int column)
{
if (!server) return "";
switch (column)
{
case Column::Password:
{
return (server->password ? "X" : "");
}
case Column::Matchtype:
{
return ((server->matchType == 1) ? "P" : "M");
}
case Column::Hostname:
{
return server->hostname.data();
}
case Column::Mapname:
{
if (server->svRunning)
{
return Game::UI_LocalizeMapName(server->mapname.data());
}
else
{
return Utils::String::VA("^3%s", Game::UI_LocalizeMapName(server->mapname.data()));
}
}
case Column::Players:
{
return Utils::String::VA("%i (%i)", server->clients, server->maxClients);
}
case Column::Gametype:
{
return Game::UI_LocalizeGameType(server->gametype.data());
}
case Column::Mod:
{
if (server->mod != "")
{
return (server->mod.data() + 5);
}
return "";
}
case Column::Ping:
{
return Utils::String::VA("%i", server->ping);
}
default:
{
break;
};
}
return "";
}
void ServerList::SelectServer(unsigned int index)
{
ServerList::CurrentServer = index;
ServerList::ServerInfo* info = ServerList::GetCurrentServer();
if (info)
{
Dvar::Var("ui_serverSelected").set(true);
Dvar::Var("ui_serverSelectedMap").set(info->mapname);
Dvar::Var("ui_serverSelectedGametype").set(info->gametype);
}
else
{
Dvar::Var("ui_serverSelected").set(false);
}
}
void ServerList::UpdateVisibleList(UIScript::Token)
{
auto list = ServerList::GetList();
if (!list) return;
std::vector<ServerList::ServerInfo> tempList(*list);
if (tempList.empty())
{
ServerList::Refresh(UIScript::Token());
}
else
{
list->clear();
std::lock_guard<std::mutex> _(ServerList::RefreshContainer.mutex);
ServerList::RefreshContainer.sendCount = 0;
ServerList::RefreshContainer.sentCount = 0;
for (auto server : tempList)
{
ServerList::InsertRequest(server.addr, false);
}
}
}
void ServerList::RefreshVisibleList(UIScript::Token)
{
Dvar::Var("ui_serverSelected").set(false);
ServerList::VisibleList.clear();
auto list = ServerList::GetList();
if (!list) return;
// Refresh entirely, if there is no entry in the list
if (list->empty())
{
ServerList::Refresh(UIScript::Token());
return;
}
bool ui_browserShowFull = Dvar::Var("ui_browserShowFull").get<bool>();
bool ui_browserShowEmpty = Dvar::Var("ui_browserShowEmpty").get<bool>();
int ui_browserShowHardcore = Dvar::Var("ui_browserKillcam").get<int>();
int ui_browserShowPassword = Dvar::Var("ui_browserShowPassword").get<int>();
int ui_browserMod = Dvar::Var("ui_browserMod").get<int>();
int ui_joinGametype = Dvar::Var("ui_joinGametype").get<int>();
for (unsigned int i = 0; i < list->size(); ++i)
{
ServerList::ServerInfo* info = &(*list)[i];
// Filter full servers
if (!ui_browserShowFull && info->clients >= info->maxClients) continue;
// Filter empty servers
if (!ui_browserShowEmpty && info->clients <= 0) continue;
// Filter hardcore servers
if ((ui_browserShowHardcore == 0 && info->hardcore) || (ui_browserShowHardcore == 1 && !info->hardcore)) continue;
// Filter servers with password
if ((ui_browserShowPassword == 0 && info->password) || (ui_browserShowPassword == 1 && !info->password)) continue;
// Don't show modded servers
if ((ui_browserMod == 0 && info->mod.size()) || (ui_browserMod == 1 && !info->mod.size())) continue;
// Filter by gametype
if (ui_joinGametype > 0 && (ui_joinGametype -1) < *Game::gameTypeCount && Game::gameTypes[(ui_joinGametype - 1)].gameType != info->gametype) continue;
ServerList::VisibleList.push_back(i);
}
ServerList::SortList();
}
void ServerList::Refresh(UIScript::Token)
{
Dvar::Var("ui_serverSelected").set(false);
Localization::Set("MPUI_SERVERQUERIED", "Sent requests: 0/0");
// ServerList::OnlineList.clear();
// ServerList::OfflineList.clear();
// ServerList::FavouriteList.clear();
auto list = ServerList::GetList();
if (list) list->clear();
ServerList::VisibleList.clear();
ServerList::RefreshContainer.mutex.lock();
ServerList::RefreshContainer.servers.clear();
ServerList::RefreshContainer.sendCount = 0;
ServerList::RefreshContainer.sentCount = 0;
ServerList::RefreshContainer.mutex.unlock();
if (ServerList::IsOfflineList())
{
Discovery::Perform();
}
else if (ServerList::IsOnlineList())
{
#ifdef USE_LEGACY_SERVER_LIST
ServerList::RefreshContainer.awatingList = true;
ServerList::RefreshContainer.awaitTime = Game::Sys_Milliseconds();
int masterPort = Dvar::Var("masterPort").get<int>();
const char* masterServerName = Dvar::Var("masterServerName").get<const char*>();
ServerList::RefreshContainer.host = Network::Address(Utils::String::VA("%s:%u", masterServerName, masterPort));
Logger::Print("Sending serverlist request to master: %s:%u\n", masterServerName, masterPort);
Network::SendCommand(ServerList::RefreshContainer.host, "getservers", Utils::String::VA("IW4 %i full empty", PROTOCOL));
//Network::SendCommand(ServerList::RefreshContainer.Host, "getservers", "0 full empty");
#else
Node::SyncNodeList();
#endif
}
else if (ServerList::IsFavouriteList())
{
ServerList::LoadFavourties();
}
}
void ServerList::StoreFavourite(std::string server)
{
//json11::Json::parse()
std::vector<std::string> servers;
if (Utils::IO::FileExists("players/favourites.json"))
{
std::string data = Utils::IO::ReadFile("players/favourites.json");
json11::Json object = json11::Json::parse(data, data);
if (!object.is_array())
{
Logger::Print("Favourites storage file is invalid!\n");
Game::MessageBox("Favourites storage file is invalid!", "Error");
return;
}
auto storedServers = object.array_items();
for (unsigned int i = 0; i < storedServers.size(); ++i)
{
if (!storedServers[i].is_string()) continue;
if (storedServers[i].string_value() == server)
{
Game::MessageBox("Server already marked as favourite.", "Error");
return;
}
servers.push_back(storedServers[i].string_value());
}
}
servers.push_back(server);
json11::Json data = json11::Json(servers);
Utils::IO::WriteFile("players/favourites.json", data.dump());
Game::MessageBox("Server added to favourites.", "Success");
}
void ServerList::RemoveFavourite(std::string server)
{
std::vector<std::string> servers;
if (Utils::IO::FileExists("players/favourites.json"))
{
std::string data = Utils::IO::ReadFile("players/favourites.json");
json11::Json object = json11::Json::parse(data, data);
if (!object.is_array())
{
Logger::Print("Favourites storage file is invalid!\n");
Game::MessageBox("Favourites storage file is invalid!", "Error");
return;
}
for (auto& storedServer : object.array_items())
{
if (storedServer.is_string() && storedServer.string_value() != server)
{
servers.push_back(storedServer.string_value());
}
}
}
json11::Json data = json11::Json(servers);
Utils::IO::WriteFile("players/favourites.json", data.dump());
auto list = ServerList::GetList();
if (list) list->clear();
ServerList::RefreshVisibleList(UIScript::Token());
Game::MessageBox("Server removed from favourites.", "Success");
}
void ServerList::LoadFavourties()
{
if (ServerList::IsFavouriteList() && Utils::IO::FileExists("players/favourites.json"))
{
auto list = ServerList::GetList();
if (list) list->clear();
std::string data = Utils::IO::ReadFile("players/favourites.json");
json11::Json object = json11::Json::parse(data, data);
if (!object.is_array())
{
Logger::Print("Favourites storage file is invalid!\n");
Game::MessageBox("Favourites storage file is invalid!", "Error");
return;
}
auto servers = object.array_items();
for (unsigned int i = 0; i < servers.size(); ++i)
{
if(!servers[i].is_string()) continue;
ServerList::InsertRequest(servers[i].string_value(), true);
}
}
}
void ServerList::InsertRequest(Network::Address address, bool acquireMutex)
{
if (acquireMutex) ServerList::RefreshContainer.mutex.lock();
ServerList::Container::ServerContainer container;
container.sent = false;
container.target = address;
bool alreadyInserted = false;
for (auto &server : ServerList::RefreshContainer.servers)
{
if (server.target == container.target)
{
alreadyInserted = true;
break;
}
}
if (!alreadyInserted)
{
ServerList::RefreshContainer.servers.push_back(container);
auto list = ServerList::GetList();
if (list)
{
for (auto server : *list)
{
if (server.addr == container.target)
{
--ServerList::RefreshContainer.sendCount;
--ServerList::RefreshContainer.sentCount;
break;
}
}
}
++ServerList::RefreshContainer.sendCount;
}
if (acquireMutex) ServerList::RefreshContainer.mutex.unlock();
}
void ServerList::Insert(Network::Address address, Utils::InfoString info)
{
std::lock_guard<std::mutex> _(ServerList::RefreshContainer.mutex);
for (auto i = ServerList::RefreshContainer.servers.begin(); i != ServerList::RefreshContainer.servers.end();)
{
// Our desired server
if (i->target == address && i->sent)
{
// 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;
}
ServerInfo server;
server.hostname = info.get("hostname");
server.mapname = info.get("mapname");
server.gametype = info.get("gametype");
server.shortversion = info.get("shortversion");
server.mod = info.get("fs_game");
server.matchType = atoi(info.get("matchtype").data());
server.clients = atoi(info.get("clients").data());
server.securityLevel = atoi(info.get("securityLevel").data());
server.maxClients = atoi(info.get("sv_maxclients").data());
server.password = (atoi(info.get("isPrivate").data()) != 0);
server.hardcore = (atoi(info.get("hc").data()) != 0);
server.svRunning = (atoi(info.get("sv_running").data()) != 0);
server.ping = (Game::Sys_Milliseconds() - i->sendTime);
server.addr = address;
// Remove server from queue
i = ServerList::RefreshContainer.servers.erase(i);
// Check if already inserted and remove
auto list = ServerList::GetList();
if (!list) return;
unsigned int k = 0;
for (auto j = list->begin(); j != list->end(); ++k)
{
if (j->addr == address)
{
j = list->erase(j);
}
else
{
++j;
}
}
// Also remove from visible list
for (auto j = ServerList::VisibleList.begin(); j != ServerList::VisibleList.end();)
{
if (*j == k)
{
j = ServerList::VisibleList.erase(j);
}
else
{
++j;
}
}
if (info.get("gamename") == "IW4"
&& server.matchType
#ifndef DEBUG
&& server.shortversion == SHORTVERSION
#endif
)
{
auto lList = ServerList::GetList();
if (lList)
{
lList->push_back(server);
ServerList::RefreshVisibleList(UIScript::Token());
}
}
break;
}
else
{
++i;
}
}
}
ServerList::ServerInfo* ServerList::GetCurrentServer()
{
return ServerList::GetServer(ServerList::CurrentServer);
}
void ServerList::SortList()
{
qsort(ServerList::VisibleList.data(), ServerList::VisibleList.size(), sizeof(int), [] (const void* first, const void* second)
{
const unsigned int server1 = *static_cast<const unsigned int*>(first);
const unsigned int server2 = *static_cast<const unsigned int*>(second);
ServerInfo* info1 = nullptr;
ServerInfo* info2 = nullptr;
auto list = ServerList::GetList();
if (!list) return 0;
if (list->size() > server1) info1 = &(*list)[server1];
if (list->size() > server2) info2 = &(*list)[server2];
if (!info1) return 1;
if (!info2) return -1;
// Numerical comparisons
if (ServerList::SortKey == ServerList::Column::Ping)
{
return ((info1->ping - info2->ping) * (ServerList::SortAsc ? 1 : -1));
}
else if (ServerList::SortKey == ServerList::Column::Players)
{
return ((info1->clients - info2->clients) * (ServerList::SortAsc ? 1 : -1));
}
std::string text1 = Colors::Strip(ServerList::GetServerInfoText(info1, ServerList::SortKey));
std::string text2 = Colors::Strip(ServerList::GetServerInfoText(info2, ServerList::SortKey));
// ASCII-based comparison
return (text1.compare(text2) * (ServerList::SortAsc ? 1 : -1));
});
}
ServerList::ServerInfo* ServerList::GetServer(unsigned int index)
{
if (ServerList::VisibleList.size() > index)
{
auto list = ServerList::GetList();
if (!list) return nullptr;
if (list->size() > ServerList::VisibleList[index])
{
return &(*list)[ServerList::VisibleList[index]];
}
}
return nullptr;
}
void ServerList::Frame()
{
// This is bad practice and might even cause undefined behaviour!
if (!ServerList::RefreshContainer.mutex.try_lock()) return;
if (ServerList::RefreshContainer.awatingList)
{
// Check if we haven't got a response within 10 seconds
if (Game::Sys_Milliseconds() - ServerList::RefreshContainer.awaitTime > 5000)
{
ServerList::RefreshContainer.awatingList = false;
Logger::Print("We haven't received a response from the master within %d seconds!\n", (Game::Sys_Milliseconds() - ServerList::RefreshContainer.awaitTime) / 1000);
}
}
// Send requests to 10 servers each frame
int SendServers = 10;
for (unsigned int i = 0; i < ServerList::RefreshContainer.servers.size(); ++i)
{
ServerList::Container::ServerContainer* server = &ServerList::RefreshContainer.servers[i];
if (server->sent) continue;
// Found server we can send a request to
server->sent = true;
SendServers--;
server->sendTime = Game::Sys_Milliseconds();
server->challenge = Utils::Cryptography::Rand::GenerateChallenge();
++ServerList::RefreshContainer.sentCount;
Network::SendCommand(server->target, "getinfo", server->challenge);
// Display in the menu, like in COD4
Localization::Set("MPUI_SERVERQUERIED", Utils::String::VA("Sent requests: %d/%d", ServerList::RefreshContainer.sentCount, ServerList::RefreshContainer.sendCount));
if (SendServers <= 0) break;
}
ServerList::RefreshContainer.mutex.unlock();
}
void ServerList::UpdateSource()
{
Dvar::Var netSource("ui_netSource");
int source = netSource.get<int>();
if (++source > netSource.get<Game::dvar_t*>()->max.i)
{
source = 0;
}
netSource.set(source);
ServerList::RefreshVisibleList(UIScript::Token());
}
void ServerList::UpdateGameType()
{
Dvar::Var joinGametype("ui_joinGametype");
int gametype = joinGametype.get<int>();
if (++gametype > *Game::gameTypeCount)
{
gametype = 0;
}
joinGametype.set(gametype);
ServerList::RefreshVisibleList(UIScript::Token());
}
ServerList::ServerList()
{
ServerList::OnlineList.clear();
ServerList::VisibleList.clear();
Dvar::OnInit([] ()
{
Dvar::Register<bool>("ui_serverSelected", false, Game::dvar_flag::DVAR_FLAG_NONE, "Whether a server has been selected in the serverlist");
Dvar::Register<const char*>("ui_serverSelectedMap", "mp_afghan", Game::dvar_flag::DVAR_FLAG_NONE, "Map of the selected server");
});
Localization::Set("MPUI_SERVERQUERIED", "Sent requests: 0/0");
Network::Handle("getServersResponse", [] (Network::Address address, std::string data)
{
if (ServerList::RefreshContainer.host != address) return; // Only parse from host we sent to
ServerList::RefreshContainer.awatingList = false;
std::lock_guard<std::mutex> _(ServerList::RefreshContainer.mutex);
int offset = 0;
int count = ServerList::RefreshContainer.servers.size();
ServerList::MasterEntry* entry = nullptr;
// Find first entry
do
{
entry = reinterpret_cast<ServerList::MasterEntry*>(const_cast<char*>(data.data()) + offset++);
}
while (!entry->HasSeparator() && !entry->IsEndToken());
for (int i = 0; !entry[i].IsEndToken() && entry[i].HasSeparator(); ++i)
{
Network::Address serverAddr = address;
serverAddr.setIP(entry[i].ip);
serverAddr.setPort(ntohs(entry[i].port));
serverAddr.setType(Game::NA_IP);
ServerList::InsertRequest(serverAddr, false);
}
Logger::Print("Parsed %d servers from master\n", ServerList::RefreshContainer.servers.size() - count);
});
// Set default masterServerName + port and save it
#ifdef USE_LEGACY_SERVER_LIST
Utils::Hook::Set<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
#endif
// Add server list feeder
UIFeeder::Add(2.0f, ServerList::GetServerCount, ServerList::GetServerText, ServerList::SelectServer);
// Add required UIScripts
UIScript::Add("UpdateFilter", ServerList::RefreshVisibleList);
UIScript::Add("RefreshFilter", ServerList::UpdateVisibleList);
UIScript::Add("RefreshServers", ServerList::Refresh);
UIScript::Add("JoinServer", [] (UIScript::Token)
{
ServerList::ServerInfo* info = ServerList::GetServer(ServerList::CurrentServer);
if (info)
{
Party::Connect(info->addr);
}
});
UIScript::Add("ServerSort", [] (UIScript::Token token)
{
int key = token.get<int>();
if (ServerList::SortKey == key)
{
ServerList::SortAsc = !ServerList::SortAsc;
}
else
{
ServerList::SortKey = key;
ServerList::SortAsc = true;
}
Logger::Print("Sorting server list by token: %d\n", ServerList::SortKey);
ServerList::SortList();
});
UIScript::Add("CreateListFavorite", [] (UIScript::Token)
{
ServerList::ServerInfo* info = ServerList::GetCurrentServer();
if (info)
{
ServerList::StoreFavourite(info->addr.getString());
}
});
UIScript::Add("CreateFavorite", [] (UIScript::Token)
{
ServerList::StoreFavourite(Dvar::Var("ui_favoriteAddress").get<std::string>());
});
UIScript::Add("CreateCurrentServerFavorite", [] (UIScript::Token)
{
if (Game::CL_IsCgameInitialized())
{
std::string addressText = Network::Address(*Game::connectedHost).getString();
if (addressText != "0.0.0.0:0" && addressText != "loopback")
{
ServerList::StoreFavourite(addressText);
}
}
});
UIScript::Add("DeleteFavorite", [] (UIScript::Token)
{
ServerList::ServerInfo* info = ServerList::GetCurrentServer();
if (info)
{
ServerList::RemoveFavourite(info->addr.getString());
};
});
// Add required ownerDraws
UIScript::AddOwnerDraw(220, ServerList::UpdateSource);
UIScript::AddOwnerDraw(253, ServerList::UpdateGameType);
// Add frame callback
Renderer::OnFrame(ServerList::Frame);
// This is placed here in case the anticheat has been disabled!
#if !defined(DEBUG) && !defined(DISABLE_ANTICHEAT)
Renderer::OnFrame(AntiCheat::ReadIntegrityCheck);
#endif
}
ServerList::~ServerList()
{
ServerList::OnlineList.clear();
ServerList::OfflineList.clear();
ServerList::FavouriteList.clear();
ServerList::VisibleList.clear();
ServerList::RefreshContainer.mutex.lock();
ServerList::RefreshContainer.awatingList = false;
ServerList::RefreshContainer.servers.clear();
ServerList::RefreshContainer.mutex.unlock();
}
}