196 lines
5.1 KiB
C++
196 lines
5.1 KiB
C++
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#include "..\STDInclude.hpp"
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namespace Components
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{
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int ServerList::CurrentServer = 0;
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ServerList::Container ServerList::RefreshContainer;
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std::vector<ServerList::ServerInfo> ServerList::OnlineList;
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int ServerList::GetServerCount()
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{
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return ServerList::OnlineList.size();
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}
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const char* ServerList::GetServerText(int index, int column)
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{
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if (index >= (int)ServerList::OnlineList.size()) return "";
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ServerList::ServerInfo* Server = &ServerList::OnlineList[index];
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switch (column)
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{
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case Column::Password:
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{
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return (Server->Password ? "X" : "");
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}
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case Column::Hostname:
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{
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return Server->Hostname.data();
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}
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case Column::Mapname:
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{
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return Game::UI_LocalizeMapName(Server->Mapname.data());
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}
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case Column::Players:
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{
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return Utils::VA("%i (%i)", Server->Clients, Server->MaxClients);
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}
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case Column::Gametype:
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{
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if (Server->Mod != "")
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{
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return (Server->Mod.data() + 5);
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}
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return Game::UI_LocalizeGameType(Server->Gametype.data());
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}
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case Column::Ping:
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{
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return Utils::VA("%i", Server->Ping);
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}
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}
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return "";
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}
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void ServerList::SelectServer(int index)
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{
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ServerList::CurrentServer = index;
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}
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void ServerList::Refresh()
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{
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ServerList::OnlineList.clear();
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ServerList::RefreshContainer.Mutex.lock();
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ServerList::RefreshContainer.Servers.clear();
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ServerList::RefreshContainer.Mutex.unlock();
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int masterPort = Dvar::Var("masterPort").Get<int>();
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const char* masterServerName = Dvar::Var("masterServerName").Get<const char*>();
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ServerList::RefreshContainer.Host = Network::Address(Utils::VA("%s:%u", masterServerName, masterPort));
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ServerList::RefreshContainer.AwaitingList = true;
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Network::Send(ServerList::RefreshContainer.Host, "getservers IW4 145 full empty");
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}
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void ServerList::Insert(Network::Address address, Utils::InfoString info)
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{
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// Do not enter any new servers, if we are awaiting a new list from the master
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if (ServerList::RefreshContainer.AwaitingList) return;
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ServerList::RefreshContainer.Mutex.lock();
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for (auto i = ServerList::RefreshContainer.Servers.begin(); i != ServerList::RefreshContainer.Servers.end(); i++)
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{
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// Our desired server
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if (i->Target == address)
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{
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// Challenge did not match
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if (i->Challenge != info.Get("challenge"))
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{
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// Shall we remove the server from the queue?
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// Better not, it might send a second response with the correct challenge.
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// This might happen when users refresh twice (or more often) in a short period of time
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break;
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}
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// TODO: Implement deeper check like version and game
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ServerInfo server;
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server.Hostname = info.Get("hostname");
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server.Mapname = info.Get("mapname");
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server.Gametype = info.Get("gametype");
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server.Mod = info.Get("fs_game");
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server.MatchType = atoi(info.Get("matchtype").data());
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server.Clients = atoi(info.Get("clients").data());
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server.MaxClients = atoi(info.Get("sv_maxclients").data());
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server.Password = 0; // No info yet
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server.Ping = (Game::Com_Milliseconds() - i->SendTime);
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ServerList::OnlineList.push_back(server);
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ServerList::RefreshContainer.Servers.erase(i);
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break;
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}
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}
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ServerList::RefreshContainer.Mutex.unlock();
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}
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ServerList::ServerList()
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{
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ServerList::OnlineList.clear();
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// Add server list feeder
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Feeder::Add(2.0f, ServerList::GetServerCount, ServerList::GetServerText, ServerList::SelectServer);
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Network::Handle("getServersResponse", [] (Network::Address address, std::string data)
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{
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if (!ServerList::RefreshContainer.AwaitingList) return; // Only parse if we are awaiting a list
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if (ServerList::RefreshContainer.Host != address) return; // Only parse from host we sent to
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ServerList::RefreshContainer.AwaitingList = false;
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ServerList::RefreshContainer.Mutex.lock();
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// Is this safe? If server ip/port is encoded as '\', it might fail
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// TODO: Rather parse six bytes and skip the seventh
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auto servers = Utils::Explode(data, '\\');
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if (servers.size())
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{
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if (servers[servers.size() - 1] == "EOT")
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{
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Logger::Print("We got an invalid response from the master. Trying to parse it anyways...\n");
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}
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for (unsigned int i = 0; i < servers.size() - 1; i++)
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{
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const char* server = servers[i].data();
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DWORD ip = *(DWORD*)server;
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uint16_t port = *(uint16_t*)(server + 4);
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Network::Address serverAddr = address;
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serverAddr.SetIP(ip);
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serverAddr.SetPort(port);
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serverAddr.Get()->type = Game::NA_IP;
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ServerList::Container::ServerContainer container;
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container.SendTime = Game::Com_Milliseconds();
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container.Challenge = Utils::VA("%d", container.SendTime);
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container.Sent = true;
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container.Target = serverAddr;
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ServerList::RefreshContainer.Servers.push_back(container);
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Network::Send(container.Target, Utils::VA("getinfo %s\n", container.Challenge.data()));
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}
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}
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ServerList::RefreshContainer.Mutex.unlock();
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});
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Command::Add("refreshList", [] (Command::Params params)
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{
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ServerList::Refresh();
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});
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// Temporary overwriting
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strcpy((char*)0x6D9CBC, "localhost");
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}
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ServerList::~ServerList()
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{
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ServerList::OnlineList.clear();
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}
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}
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