use X Labs master server, node fallback
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@ -374,7 +374,6 @@ namespace Components
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}
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});
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#ifdef USE_LEGACY_SERVER_LIST
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// Heartbeats
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Scheduler::Once(Dedicated::Heartbeat);
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Scheduler::OnFrame([]()
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@ -387,7 +386,6 @@ namespace Components
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Dedicated::Heartbeat();
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}
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});
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#endif
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Dvar::OnInit([]()
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{
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@ -114,6 +114,7 @@ namespace Components
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void Node::StoreNodes(bool force)
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{
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if (ServerList::useMasterServer) return;
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if (Dedicated::IsEnabled() && Dvar::Var("sv_lanOnly").get<bool>()) return;
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static Utils::Time::Interval interval;
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@ -167,6 +168,7 @@ namespace Components
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void Node::RunFrame()
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{
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if (ServerList::useMasterServer) return;
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if (Dedicated::IsEnabled() && Dvar::Var("sv_lanOnly").get<bool>()) return;
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if (!Dedicated::IsEnabled() && *Game::clcState > 0)
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@ -19,6 +19,8 @@ namespace Components
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Dvar::Var ServerList::NETServerQueryLimit;
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Dvar::Var ServerList::NETServerFrames;
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bool ServerList::useMasterServer = true;
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std::vector<ServerList::ServerInfo>* ServerList::GetList()
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{
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if (ServerList::IsOnlineList())
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@ -274,22 +276,31 @@ namespace Components
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}
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else if (ServerList::IsOnlineList())
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{
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#ifdef USE_LEGACY_SERVER_LIST
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const auto masterPort = Dvar::Var("masterPort").get<int>();
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const auto masterServerName = Dvar::Var("masterServerName").get<const char*>();
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Game::netadr_t masterServerAddr;
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if (ServerList::GetMasterServer(masterServerAddr))
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{
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Logger::Print("A valid master server was found at %s:%u\n", masterServerName, masterPort);
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ServerList::RefreshContainer.awatingList = true;
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ServerList::RefreshContainer.awaitTime = Game::Sys_Milliseconds();
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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::String::VA("%s:%u", masterServerName, masterPort));
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Logger::Print("Sending serverlist request to master: %s:%u\n", masterServerName, masterPort);
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Logger::Print("Sending serverlist request to master\n");
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Network::SendCommand(ServerList::RefreshContainer.host, "getservers", Utils::String::VA("IW4 %i full empty", PROTOCOL));
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//Network::SendCommand(ServerList::RefreshContainer.Host, "getservers", "0 full empty");
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#else
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}
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else
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{
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// this should only be getting called if no master server is found or reached
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Logger::Print("No valid master server was found, using node as fallback\n");
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useMasterServer = false;
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Node::Synchronize();
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#endif
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}
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}
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else if (ServerList::IsFavouriteList())
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{
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@ -733,6 +744,14 @@ namespace Components
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}
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}
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bool ServerList::GetMasterServer(Game::netadr_t& address)
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{
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auto masterPort = Dvar::Var("masterPort").get<int>();
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auto masterServerName = Dvar::Var("masterServerName").get<const char*>();
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return Game::NET_StringToAdr(Utils::String::VA("%s:%u"), &address);
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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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@ -792,11 +811,9 @@ namespace Components
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});
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// Set default masterServerName + port and save it
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#ifdef USE_LEGACY_SERVER_LIST
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Utils::Hook::Set<char*>(0x60AD92, "127.0.0.1");
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Utils::Hook::Set<char*>(0x60AD92, "master.xlabs.dev");
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Utils::Hook::Set<BYTE>(0x60AD90, Game::dvar_flag::DVAR_ARCHIVE); // masterServerName
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Utils::Hook::Set<BYTE>(0x60ADC6, Game::dvar_flag::DVAR_ARCHIVE); // masterPort
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#endif
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// Add server list feeder
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UIFeeder::Add(2.0f, ServerList::GetServerCount, ServerList::GetServerText, ServerList::SelectServer);
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@ -50,6 +50,9 @@ namespace Components
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static void UpdateVisibleInfo();
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static bool GetMasterServer(Game::netadr_t& address);
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static bool useMasterServer;
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private:
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enum Column
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{
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