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127 lines
3.9 KiB
C
127 lines
3.9 KiB
C
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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#ifndef DIALOGGAMEINFO_H
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#define DIALOGGAMEINFO_H
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#ifdef _WIN32
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#pragma once
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#endif
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struct challenge_s
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{
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netadr_t addr;
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int challenge;
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};
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//-----------------------------------------------------------------------------
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// Purpose: Dialog for displaying information about a game server
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//-----------------------------------------------------------------------------
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class CDialogGameInfo : public vgui::Frame, public ISteamMatchmakingPlayersResponse, public ISteamMatchmakingPingResponse
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{
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DECLARE_CLASS_SIMPLE( CDialogGameInfo, vgui::Frame );
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public:
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CDialogGameInfo(vgui::Panel *parent, int serverIP, int queryPort, unsigned short connectionPort, const char *pszConnectCode );
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~CDialogGameInfo();
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void Run(const char *titleName);
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void ChangeGame(int serverIP, int queryPort, unsigned short connectionPort);
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void SetFriend( uint64 ulSteamIDFriend );
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uint64 GetAssociatedFriend();
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// forces the dialog to attempt to connect to the server
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void Connect();
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// implementation of IServerRefreshResponse interface
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// called when the server has successfully responded
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virtual void ServerResponded( gameserveritem_t &server );
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// called when a server response has timed out
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virtual void ServerFailedToRespond();
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// on individual player added
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virtual void AddPlayerToList(const char *playerName, int score, float timePlayedSeconds);
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virtual void PlayersFailedToRespond() {}
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virtual void PlayersRefreshComplete() { m_hPlayersQuery = HSERVERQUERY_INVALID; }
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// called when the current refresh list is complete
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virtual void RefreshComplete( EMatchMakingServerResponse response );
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// player list received
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virtual void ClearPlayerList();
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//virtual void SendChallengeQuery( const netadr_t & to );
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virtual void SendPlayerQuery( uint32 unIP, uint16 usQueryPort );
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//virtual void InsertChallengeResponse( const netadr_t & to, int nChallenge );
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protected:
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// message handlers
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MESSAGE_FUNC( OnConnect, "Connect" );
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MESSAGE_FUNC( OnRefresh, "Refresh" );
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MESSAGE_FUNC_PTR( OnButtonToggled, "ButtonToggled", panel );
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MESSAGE_FUNC_PTR( OnRadioButtonChecked, "RadioButtonChecked", panel )
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{
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OnButtonToggled( panel );
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}
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// response from the get password dialog
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MESSAGE_FUNC_CHARPTR( OnJoinServerWithPassword, "JoinServerWithPassword", password );
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MESSAGE_FUNC_INT_INT( OnConnectToGame, "ConnectedToGame", ip, port );
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// vgui overrides
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virtual void OnTick();
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virtual void PerformLayout();
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virtual void OnKeyCodePressed( vgui::KeyCode code );
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private:
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STEAM_CALLBACK( CDialogGameInfo, OnPersonaStateChange, PersonaStateChange_t, m_CallbackPersonaStateChange );
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long m_iRequestRetry; // time at which to retry the request
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static int PlayerTimeColumnSortFunc(vgui::ListPanel *pPanel, const vgui::ListPanelItem &p1, const vgui::ListPanelItem &p2);
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// methods
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void RequestInfo();
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void ConnectToServer();
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void ShowAutoRetryOptions(bool state);
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void ConstructConnectArgs( char *pchOptions, int cchOptions, const gameserveritem_t &server );
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void ApplyConnectCommand( const gameserveritem_t &server );
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vgui::Button *m_pConnectButton;
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vgui::Button *m_pCloseButton;
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vgui::Button *m_pRefreshButton;
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vgui::Label *m_pInfoLabel;
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vgui::ToggleButton *m_pAutoRetry;
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vgui::RadioButton *m_pAutoRetryAlert;
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vgui::RadioButton *m_pAutoRetryJoin;
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vgui::ListPanel *m_pPlayerList;
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enum { PING_TIMES_MAX = 4 };
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// true if we should try connect to the server when it refreshes
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bool m_bConnecting;
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// password, if entered
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char m_szPassword[64];
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// state
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bool m_bServerNotResponding;
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bool m_bServerFull;
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bool m_bShowAutoRetryToggle;
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bool m_bShowingExtendedOptions;
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uint64 m_SteamIDFriend;
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CUtlString m_sConnectCode;
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gameserveritem_t m_Server;
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HServerQuery m_hPingQuery;
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HServerQuery m_hPlayersQuery;
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bool m_bPlayerListUpdatePending;
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};
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#endif // DIALOGGAMEINFO_H
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