fixed feedback, fixed internet servers going into favorites tab, query only favorites

This commit is contained in:
Jari van der Kaap 2023-04-15 21:55:36 +02:00
parent 5b62f29942
commit bb83d4b2f2
3 changed files with 90 additions and 82 deletions

View File

@ -28,7 +28,7 @@ namespace server_list
utils::concurrency::container<state> master_state;
std::vector<game::netadr_t> favorite_servers{};
std::unordered_set<game::netadr_t> favorite_servers{};
void handle_server_list_response(const game::netadr_t& target,
const network::data_view& data, state& s)
@ -124,7 +124,7 @@ namespace server_list
for (auto server_address : servers)
{
auto server = network::address_from_string(server_address);
favorite_servers.push_back(server);
favorite_servers.insert(server);
}
}
}
@ -157,12 +157,7 @@ namespace server_list
void add_favorite_server(game::netadr_t addr)
{
if (has_favorited_server(addr))
{
return;
}
favorite_servers.push_back(addr);
favorite_servers.insert(addr);
write_favorite_servers();
}
@ -180,10 +175,9 @@ namespace server_list
write_favorite_servers();
}
bool has_favorited_server(game::netadr_t addr)
std::unordered_set<game::netadr_t>* get_favorite_servers()
{
auto it = std::find_if(favorite_servers.begin(), favorite_servers.end(), [&addr](const game::netadr_t& obj) { return network::are_addresses_equal(addr, obj); });
return it != favorite_servers.end();
return &favorite_servers;
}
struct component final : client_component
@ -221,7 +215,7 @@ namespace server_list
lua_serverinfo_to_table_hook.create(0x141F1FD10_g, lua_serverinfo_to_table_stub);
scheduler::loop([]
scheduler::once([]
{
read_favorite_servers();
}, scheduler::main);

View File

@ -10,5 +10,5 @@ namespace server_list
void add_favorite_server(game::netadr_t addr);
void remove_favorite_server(game::netadr_t addr);
bool has_favorited_server(game::netadr_t addr);
std::unordered_set<game::netadr_t>* get_favorite_servers();
}

View File

@ -26,8 +26,10 @@ namespace steam
using servers = std::vector<server>;
::utils::concurrency::container<servers> queried_servers{};
std::atomic<matchmaking_server_list_response*> current_response{};
::utils::concurrency::container<servers> internet_servers{};
::utils::concurrency::container<servers> favorites_servers{};
std::atomic<matchmaking_server_list_response*> internet_response{};
std::atomic<matchmaking_server_list_response*> favorites_response{};
gameserveritem_t create_server_item(const game::netadr_t& address, const ::utils::info_string& info,
const uint32_t ping, const bool success)
@ -70,11 +72,12 @@ namespace steam
}
void handle_server_respone(const bool success, const game::netadr_t& host, const ::utils::info_string& info,
const uint32_t ping)
const uint32_t ping, ::utils::concurrency::container<servers>* server_list,
std::atomic<matchmaking_server_list_response*>* response, void* request)
{
bool all_handled = false;
std::optional<int> index{};
queried_servers.access([&](servers& srvs)
server_list->access([&](servers& srvs)
{
size_t i = 0;
for (; i < srvs.size(); ++i)
@ -108,7 +111,7 @@ namespace steam
all_handled = true;
});
const auto res = current_response.load();
const auto res = response->load();
if (!index || !res)
{
return;
@ -116,33 +119,46 @@ namespace steam
if (success)
{
res->ServerResponded(internet_request, *index);
res->ServerResponded(request, *index);
}
else
{
res->ServerFailedToRespond(internet_request, *index);
res->ServerFailedToRespond(request, *index);
}
if (all_handled)
{
res->RefreshComplete(internet_request, eServerResponded);
res->RefreshComplete(request, eServerResponded);
}
}
void ping_server(const game::netadr_t& server)
void handle_internet_server_response(const bool success, const game::netadr_t& host, const ::utils::info_string& info,
const uint32_t ping)
{
party::query_server(server, handle_server_respone);
handle_server_respone(success, host, info, ping, &internet_servers, &internet_response, internet_request);
}
void handle_favorites_server_response(const bool success, const game::netadr_t& host, const ::utils::info_string& info,
const uint32_t ping)
{
handle_server_respone(success, host, info, ping, &favorites_servers, &favorites_response, favorites_request);
}
void ping_server(const game::netadr_t& server, party::query_callback callback)
{
party::query_server(server, callback);
}
}
void* matchmaking_servers::RequestInternetServerList(unsigned int iApp, void** ppchFilters, unsigned int nFilters,
matchmaking_server_list_response* pRequestServersResponse)
{
current_response = pRequestServersResponse;
internet_response = pRequestServersResponse;
server_list::request_servers([](const bool success, const std::unordered_set<game::netadr_t>& s)
{
const auto res = current_response.load();
const auto res = internet_response.load();
if (!res)
{
return;
@ -160,7 +176,7 @@ namespace steam
return;
}
queried_servers.access([&s](servers& srvs)
internet_servers.access([&s](servers& srvs)
{
srvs = {};
srvs.reserve(s.size());
@ -177,7 +193,7 @@ namespace steam
for (auto& srv : s)
{
ping_server(srv);
ping_server(srv, handle_internet_server_response);
}
});
@ -199,52 +215,41 @@ namespace steam
void* matchmaking_servers::RequestFavoritesServerList(unsigned int iApp, void** ppchFilters, unsigned int nFilters,
matchmaking_server_list_response* pRequestServersResponse)
{
current_response = pRequestServersResponse;
favorites_response = pRequestServersResponse;
server_list::request_servers([](const bool success, const std::unordered_set<game::netadr_t>& s)
const auto res = favorites_response.load();
if (!res)
{
return favorites_request;
}
auto s = server_list::get_favorite_servers();
if (s->empty())
{
res->RefreshComplete(favorites_request, eNoServersListedOnMasterServer);
return favorites_request;
}
favorites_servers.access([s](servers& srvs)
{
srvs = {};
srvs.reserve(s->size());
for (auto& address : *s)
{
const auto res = current_response.load();
if (!res)
{
return;
}
server new_server{};
new_server.address = address;
new_server.server_item = create_server_item(address, {}, 0, false);
if (!success)
{
res->RefreshComplete(favorites_request, eServerFailedToRespond);
return;
}
srvs.push_back(new_server);
}
});
if (s.empty())
{
res->RefreshComplete(favorites_request, eNoServersListedOnMasterServer);
return;
}
queried_servers.access([&s](servers& srvs)
{
srvs = {};
srvs.reserve(s.size());
for (auto& address : s)
{
if (!server_list::has_favorited_server(address))
{
continue;
}
server new_server{};
new_server.address = address;
new_server.server_item = create_server_item(address, {}, 0, false);
srvs.push_back(new_server);
}
});
for (auto& srv : s)
{
ping_server(srv);
}
});
for (auto& srv : *s)
{
ping_server(srv, handle_favorites_server_response);
}
return favorites_request;
}
@ -265,19 +270,25 @@ namespace steam
{
if (internet_request == hServerListRequest)
{
current_response = nullptr;
internet_response = nullptr;
}
if (favorites_request == hServerListRequest)
{
favorites_response = nullptr;
}
}
gameserveritem_t* matchmaking_servers::GetServerDetails(void* hRequest, int iServer)
{
if (internet_request != hRequest)
if (internet_request != hRequest && favorites_request != hRequest)
{
return nullptr;
}
auto servers_list = hRequest == favorites_request ? &favorites_servers : &internet_servers;
static thread_local gameserveritem_t server_item{};
return queried_servers.access<gameserveritem_t*>([iServer](const servers& s) -> gameserveritem_t*
return servers_list->access<gameserveritem_t*>([iServer](const servers& s) -> gameserveritem_t*
{
if (iServer < 0 || static_cast<size_t>(iServer) >= s.size())
{
@ -304,12 +315,13 @@ namespace steam
int matchmaking_servers::GetServerCount(void* hRequest)
{
if (internet_request != hRequest)
if (internet_request != hRequest && favorites_request != hRequest)
{
return 0;
}
return queried_servers.access<int>([](const servers& s)
auto servers_list = hRequest == favorites_request ? &favorites_servers : &internet_servers;
return servers_list->access<int>([](const servers& s)
{
return static_cast<int>(s.size());
});
@ -317,13 +329,14 @@ namespace steam
void matchmaking_servers::RefreshServer(void* hRequest, const int iServer)
{
if (internet_request != hRequest)
if (internet_request != hRequest && favorites_request != hRequest)
{
return;
}
std::optional<game::netadr_t> address{};
queried_servers.access([&](const servers& s)
auto servers_list = hRequest == favorites_request ? &favorites_servers : &internet_servers;
servers_list->access([&](const servers& s)
{
if (iServer < 0 || static_cast<size_t>(iServer) >= s.size())
{
@ -335,7 +348,8 @@ namespace steam
if (address)
{
ping_server(*address);
auto callback = hRequest == favorites_request ? handle_favorites_server_response : handle_internet_server_response;
ping_server(*address, callback);
}
}