iw4x-client/iw4/Components/ServerList.cpp
2015-12-28 17:52:13 +01:00

273 lines
7.5 KiB
C++

#include "..\STDInclude.hpp"
namespace Components
{
unsigned int ServerList::CurrentServer = 0;
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)
{
if ((unsigned int)index >= ServerList::OnlineList.size()) return "";
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)
{
ServerList::CurrentServer = (unsigned int)index;
}
void ServerList::Refresh()
{
ServerList::OnlineList.clear();
ServerList::RefreshContainer.Mutex.lock();
ServerList::RefreshContainer.Servers.clear();
ServerList::RefreshContainer.Mutex.unlock();
ServerList::RefreshContainer.SendCount = 0;
ServerList::RefreshContainer.SentCount = 0;
ServerList::RefreshContainer.AwatingList = true;
ServerList::RefreshContainer.AwaitTime = Game::Com_Milliseconds();
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));
Logger::Print("Sending serverlist request to master: %s:%u\n", masterServerName, masterPort);
//Network::Send(ServerList::RefreshContainer.Host, "getservers IW4 145 full empty");
Network::Send(ServerList::RefreshContainer.Host, "getservers 0 full empty\n");
}
void ServerList::Insert(Network::Address address, Utils::InfoString info)
{
ServerList::RefreshContainer.Mutex.lock();
for (auto i = ServerList::RefreshContainer.Servers.begin(); i != ServerList::RefreshContainer.Servers.end(); i++)
{
// 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;
}
// 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);
server.Addr = address;
// Check if already inserted and remove
for (auto j = ServerList::OnlineList.begin(); j != ServerList::OnlineList.end(); j++)
{
if (j->Addr == address)
{
ServerList::OnlineList.erase(j);
break;
}
}
ServerList::OnlineList.push_back(server);
ServerList::RefreshContainer.Servers.erase(i);
break;
}
}
ServerList::RefreshContainer.Mutex.unlock();
}
void ServerList::Frame()
{
ServerList::RefreshContainer.Mutex.lock();
if (ServerList::RefreshContainer.AwatingList)
{
// Check if we haven't got a response within 10 seconds
if (Game::Com_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::Com_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::Com_Milliseconds();
server->Challenge = Utils::VA("%d", server->SendTime);
ServerList::RefreshContainer.SentCount++;
Network::Send(server->Target, Utils::VA("getinfo %s\n", server->Challenge.data()));
// Display in the menu, like in COD4
//Logger::Print("Sent %d/%d\n", ServerList::RefreshContainer.SentCount, ServerList::RefreshContainer.SendCount);
if (SendServers <= 0) break;
}
ServerList::RefreshContainer.Mutex.unlock();
}
ServerList::ServerList()
{
ServerList::OnlineList.clear();
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;
ServerList::RefreshContainer.Mutex.lock();
int offset = 0;
int count = ServerList::RefreshContainer.Servers.size();
ServerList::MasterEntry* entry = nullptr;
// Find first entry
do
{
entry = (ServerList::MasterEntry*)(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(entry[i].Port);
serverAddr.Get()->type = Game::NA_IP;
ServerList::Container::ServerContainer container;
container.Sent = false;
container.Target = serverAddr;
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);
ServerList::RefreshContainer.SendCount++;
}
}
Logger::Print("Parsed %d servers from master\n", ServerList::RefreshContainer.Servers.size() - count);
ServerList::RefreshContainer.Mutex.unlock();
});
// 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", [] ()
{
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>());
});
// Add frame callback
Renderer::OnFrame(ServerList::Frame);
}
ServerList::~ServerList()
{
ServerList::OnlineList.clear();
}
}