feat: go back to a main master server, node as fallback
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395e531d8d
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@ -168,7 +168,7 @@ namespace Components
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return;
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return;
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}
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}
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const auto masterPort = (*Game::com_masterPort)->current.integer;
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const auto masterPort = (*Game::com_masterPort)->current.unsignedInt;
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const auto* masterServerName = (*Game::com_masterServerName)->current.string;
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const auto* masterServerName = (*Game::com_masterServerName)->current.string;
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Network::Address master(Utils::String::VA("%s:%u", masterServerName, masterPort));
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Network::Address master(Utils::String::VA("%s:%u", masterServerName, masterPort));
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@ -184,6 +184,8 @@ namespace Components
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if (!Dedicated::IsEnabled())
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if (!Dedicated::IsEnabled())
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{
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{
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if (ServerList::UseMasterServer) return; // don't run node frame if master server is active
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if (Game::CL_GetLocalClientConnectionState(0) != Game::CA_DISCONNECTED)
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if (Game::CL_GetLocalClientConnectionState(0) != Game::CA_DISCONNECTED)
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{
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{
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WasIngame = true;
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WasIngame = true;
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@ -264,7 +266,7 @@ namespace Components
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if (list.isnode() && (!list.port() || list.port() == address.getPort()))
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if (list.isnode() && (!list.port() || list.port() == address.getPort()))
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{
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{
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if (!Dedicated::IsEnabled() && ServerList::IsOnlineList() && list.protocol() == PROTOCOL)
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if (!Dedicated::IsEnabled() && ServerList::IsOnlineList() && !ServerList::UseMasterServer && list.protocol() == PROTOCOL)
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{
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{
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#ifdef NODE_SYSTEM_DEBUG
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#ifdef NODE_SYSTEM_DEBUG
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Logger::Debug("Inserting {} into the serverlist", address.getString());
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Logger::Debug("Inserting {} into the serverlist", address.getString());
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@ -1,5 +1,6 @@
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#include <STDInclude.hpp>
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#include <STDInclude.hpp>
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#include <Utils/InfoString.hpp>
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#include <Utils/InfoString.hpp>
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#include <Utils/WebIO.hpp>
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#include "Discovery.hpp"
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#include "Discovery.hpp"
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#include "Events.hpp"
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#include "Events.hpp"
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@ -10,6 +11,10 @@
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#include "Toast.hpp"
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#include "Toast.hpp"
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#include "UIFeeder.hpp"
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#include "UIFeeder.hpp"
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#include <rapidjson/document.h>
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#include <rapidjson/prettywriter.h>
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#include <rapidjson/stringbuffer.h>
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namespace Components
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namespace Components
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{
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{
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bool ServerList::SortAsc = true;
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bool ServerList::SortAsc = true;
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@ -24,6 +29,8 @@ namespace Components
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std::vector<unsigned int> ServerList::VisibleList;
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std::vector<unsigned int> ServerList::VisibleList;
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bool ServerList::UseMasterServer = false;
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Dvar::Var ServerList::UIServerSelected;
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Dvar::Var ServerList::UIServerSelected;
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Dvar::Var ServerList::UIServerSelectedMap;
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Dvar::Var ServerList::UIServerSelectedMap;
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Dvar::Var ServerList::NETServerQueryLimit;
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Dvar::Var ServerList::NETServerQueryLimit;
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@ -271,6 +278,69 @@ namespace Components
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SortList();
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SortList();
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}
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}
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void ServerList::ParseNewMasterServerResponse(const std::string& servers)
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{
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std::lock_guard _(RefreshContainer.mutex);
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rapidjson::Document doc{};
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const rapidjson::ParseResult result = doc.Parse(servers);
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if (!result || !doc.IsObject())
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{
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UseMasterServer = false;
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Logger::Print("Unable to parse JSON response. Using the Node System\n");
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return;
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}
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if (!doc.HasMember("servers"))
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{
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UseMasterServer = false;
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Logger::Print("Unable to parse JSON response: we were unable to find any server. Using the Node System\n");
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return;
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}
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const rapidjson::Value& list = doc["servers"];
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if (!list.IsArray() || list.Empty())
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{
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UseMasterServer = false;
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Logger::Print("Unable to parse JSON response: we were unable to find any server. Using the Node System\n");
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return;
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}
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Logger::Print("Response from the master server contains {} servers\n", list.Size());
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std::size_t count = 0;
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for (const auto& entry : list.GetArray())
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{
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if (!entry.HasMember("ip") || !entry.HasMember("port"))
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{
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continue;
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}
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if (!entry["ip"].IsString() || !entry["port"].IsInt())
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{
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continue;
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}
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// Using VA because it's faster
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Network::Address server(Utils::String::VA("%s:%u", entry["ip"].GetString(), entry["port"].GetInt()));
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server.setType(Game::NA_IP); // Just making sure...
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InsertRequest(server);
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++count;
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}
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if (!count)
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{
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UseMasterServer = false;
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Logger::Print("Despite receiving what looked like a valid response from the master server, we got {} servers. Using the Node System\n", count);
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return;
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}
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UseMasterServer = true;
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Logger::Print("Response from the master server was successfully parsed. We got {} servers\n", count);
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}
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void ServerList::Refresh([[maybe_unused]] const UIScript::Token& token, [[maybe_unused]] const Game::uiInfo_s* info)
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void ServerList::Refresh([[maybe_unused]] const UIScript::Token& token, [[maybe_unused]] const Game::uiInfo_s* info)
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{
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{
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Dvar::Var("ui_serverSelected").set(false);
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Dvar::Var("ui_serverSelected").set(false);
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@ -294,29 +364,30 @@ namespace Components
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#ifdef IW4_USE_MASTER_SERVER
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#ifdef IW4_USE_MASTER_SERVER
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else if (IsOnlineList())
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else if (IsOnlineList())
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{
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{
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const auto masterPort = (*Game::com_masterPort)->current.integer;
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const auto masterPort = (*Game::com_masterPort)->current.unsignedInt;
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const auto* masterServerName = (*Game::com_masterServerName)->current.string;
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const auto* masterServerName = (*Game::com_masterServerName)->current.string;
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// Check if our dvars can properly convert to a address
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RefreshContainer.awatingList = true;
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Game::netadr_t masterServerAddr;
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RefreshContainer.awaitTime = Game::Sys_Milliseconds();
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if (!GetMasterServer(masterServerName, masterPort, masterServerAddr))
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Toast::Show("cardicon_headshot", "Server Browser", "Fetching servers...", 3000);
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const auto* url = "http://iw4x.plutools.pw/v1/servers/iw4x";
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const auto reply = Utils::WebIO("IW4x", url).setTimeout(5000)->get();
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if (reply.empty())
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{
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{
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Logger::Print("Could not resolve address for {}:{}", masterServerName, masterPort);
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Logger::Print("Response from {} was empty or the request timed out. Using the Node System\n", url);
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Toast::Show("cardicon_headshot", "^1Error", std::format("Could not resolve address for {}:{}", masterServerName, masterPort), 5000);
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Toast::Show("cardicon_headshot", "^1Error", std::format("Could not get a response from {}. Using the Node System", url), 5000);
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UseMasterServer = false;
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UseMasterServer = false;
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return;
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return;
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}
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}
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Toast::Show("cardicon_headshot", "Server Browser", "Fetching servers...", 3000);
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RefreshContainer.awatingList = false;
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UseMasterServer = true;
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ParseNewMasterServerResponse(reply);
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RefreshContainer.awatingList = true;
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// TODO: Figure out what to do with this. Leave it to avoid breaking other code
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RefreshContainer.awaitTime = Game::Sys_Milliseconds();
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RefreshContainer.host = Network::Address(std::format("{}:{}", masterServerName, masterPort));
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RefreshContainer.host = Network::Address(std::format("{}:{}", masterServerName, masterPort));
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Logger::Print("Sending server list request to master\n");
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Network::SendCommand(RefreshContainer.host, "getservers", std::format("IW4 {} full empty", PROTOCOL));
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}
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}
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#endif
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#endif
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else if (IsFavouriteList())
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else if (IsFavouriteList())
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@ -729,7 +800,9 @@ namespace Components
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if (Game::Sys_Milliseconds() - RefreshContainer.awaitTime > 5000)
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if (Game::Sys_Milliseconds() - RefreshContainer.awaitTime > 5000)
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{
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{
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RefreshContainer.awatingList = false;
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RefreshContainer.awatingList = false;
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Logger::Print("We haven't received a response from the master within {} seconds!\n", (Game::Sys_Milliseconds() - RefreshContainer.awaitTime) / 1000);
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UseMasterServer = false;
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Node::Synchronize();
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Node::Synchronize();
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}
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}
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}
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}
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@ -51,6 +51,8 @@ namespace Components
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static void UpdateVisibleInfo();
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static void UpdateVisibleInfo();
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static bool UseMasterServer;
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static bool GetMasterServer(const char* ip, int port, Game::netadr_t& address);
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static bool GetMasterServer(const char* ip, int port, Game::netadr_t& address);
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static Dvar::Var UIServerSelected;
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static Dvar::Var UIServerSelected;
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@ -123,6 +125,8 @@ namespace Components
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std::recursive_mutex mutex;
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std::recursive_mutex mutex;
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};
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};
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static void ParseNewMasterServerResponse(const std::string& servers);
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static unsigned int GetServerCount();
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static unsigned int GetServerCount();
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static const char* GetServerText(unsigned int index, int column);
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static const char* GetServerText(unsigned int index, int column);
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static const char* GetServerInfoText(ServerInfo* server, int column, bool sorting = false);
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static const char* GetServerInfoText(ServerInfo* server, int column, bool sorting = false);
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