mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 06:06:50 +00:00
WIP: initial masterserver client implementation
This commit is contained in:
parent
17ff01c7ab
commit
0df7838ee1
@ -16,6 +16,8 @@
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// This is used, unless overridden in the registry
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#define VALVE_MASTER_ADDRESS "207.173.177.10:27011"
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#define HB_TIMEOUT 15
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#define PORT_RCON 27015 // defualt RCON port, TCP
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#define PORT_MASTER 27011 // Default master port, UDP
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#define PORT_CLIENT 27005 // Default client port, UDP/TCP
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@ -29,6 +31,8 @@
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#endif // ENABLE_RPT
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#define PORT_REPLAY 27040 // Default replay port
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#define PORT_SERVERSINFO 27069 // Default matchmaking port
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// out of band message id bytes
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// M = master, S = server, C = client, A = any
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@ -80,16 +84,17 @@
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// A user is requesting the list of master servers, auth servers, and titan dir servers from the Client Master server
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#define A2M_GETMASTERSERVERS 'v' // + byte (type of request, TYPE_CLIENT_MASTER or TYPE_SERVER_MASTER)
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// Master server list response
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#define M2A_MASTERSERVERS 'w' // + byte type + 6 byte IP/Port List
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#define S2M_GETCHALLENGE 'w' // + dword challenge
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#define S2M_HEARTBEAT 'y'
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#define S2M_SHUTDOWN 'z' // Master peering message
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#define M2S_CHALLENGE 'x' // + dword challenge
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#define M2C_QUERY 'J' // request module from master
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#define C2M_CLIENTQUERY '1' // New style server query
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#define A2M_GETACTIVEMODS 'x' // + string Request to master to provide mod statistics ( current usage ). "1" for first mod.
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#define M2A_ACTIVEMODS 'y' // response: modname\r\nusers\r\nservers
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#define M2M_MSG 'z' // Master peering message
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#define C2S_INFOREQUEST 'v'
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#define S2C_INFOREPLY 'K'
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// SERVER TO CLIENT/ANY
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@ -106,9 +111,6 @@
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#define S2A_INFO_SRC 'I' // + Address, hostname, map, gamedir, gamedescription, active players, maxplayers, protocol
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#define S2A_INFO_GOLDSRC 'm' // Reserved for use by goldsrc servers
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#define S2M_GETFILE 'J' // request module from master
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#define M2S_SENDFILE 'K' // send module to server
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#define S2C_REDIRECT 'L' // + IP x.x.x.x:port, redirect client to other server/proxy
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#define C2M_CHECKMD5 'M' // player client asks secure master if Module MD5 is valid
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@ -133,8 +135,6 @@
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#define A2S_KEY_STRING "Source Engine Query" // required postfix to a A2S_INFO query
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#define A2M_GET_SERVERS_BATCH2 '1' // New style server query
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#define A2M_GETACTIVEMODS2 '2' // New style mod info query
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#define C2S_AUTHREQUEST1 '3' //
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@ -37,6 +37,7 @@
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#include "sv_plugin.h"
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#include "sys_dll.h"
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#include "host.h"
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#include "master.h"
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#if defined( REPLAY_ENABLED )
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#include "replay_internal.h"
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#include "replayserver.h"
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@ -875,6 +876,8 @@ bool CBaseClientState::ProcessConnectionlessPacket( netpacket_t *packet )
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Assert( packet );
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master->ProcessConnectionlessPacket( packet );
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bf_read &msg = packet->message; // handy shortcut
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int c = msg.ReadByte();
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@ -56,6 +56,7 @@
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#include "sv_ipratelimit.h"
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#include "cl_steamauth.h"
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#include "sv_filter.h"
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#include "master.h"
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#if defined( _X360 )
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#include "xbox/xbox_win32stubs.h"
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@ -663,6 +664,8 @@ bool CBaseServer::ValidInfoChallenge( netadr_t & adr, const char *nugget )
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bool CBaseServer::ProcessConnectionlessPacket(netpacket_t * packet)
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{
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master->ProcessConnectionlessPacket( packet );
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bf_read msg = packet->message; // handy shortcut
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char c = msg.ReadChar();
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@ -40,6 +40,7 @@
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#include "steam/steam_api.h"
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#include "LoadScreenUpdate.h"
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#include "datacache/idatacache.h"
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#include "master.h"
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#if !defined SWDS
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#include "voice.h"
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@ -1820,6 +1821,8 @@ void Host_ShutdownServer( void )
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if ( !sv.IsActive() )
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return;
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master->ShutdownConnection();
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Host_AllowQueuedMaterialSystem( false );
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// clear structures
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#if !defined( SWDS )
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@ -4951,7 +4954,7 @@ void Host_Shutdown(void)
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TRACESHUTDOWN( HLTV_Shutdown() );
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TRACESHUTDOWN( g_Log.Shutdown() );
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TRACESHUTDOWN( g_GameEventManager.Shutdown() );
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TRACESHUTDOWN( sv.Shutdown() );
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63
engine/master.h
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63
engine/master.h
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@ -0,0 +1,63 @@
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//======== (C) Copyright 1999, 2000 Valve, L.L.C. All rights reserved. ========
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//
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// The copyright to the contents herein is the property of Valve, L.L.C.
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// The contents may be used and/or copied only with the written permission of
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// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose:
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//
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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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//
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// $NoKeywords: $
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//=============================================================================
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#ifndef MASTER_H
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#define MASTER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "engine/iserversinfo.h"
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#define DEFAULT_MASTER_ADDRESS "185.192.97.130:27010"
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//-----------------------------------------------------------------------------
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// Purpose: Implements a master server interface.
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//-----------------------------------------------------------------------------
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class IMaster
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{
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public:
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// Allow master server to register cvars/commands
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virtual void Init( void ) = 0;
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// System is shutting down
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virtual void Shutdown( void ) = 0;
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// Server is shutting down
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virtual void ShutdownConnection( void ) = 0;
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// Sends the actual heartbeat to the master ( after challenge value is parsed )
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virtual void SendHeartbeat( struct adrlist_s *p ) = 0;
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// Add server to global master list
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virtual void AddServer( struct netadr_s *adr ) = 0;
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// If parsing for server, etc. fails, always have at least one server around to use.
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virtual void UseDefault ( void ) = 0;
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// See if it's time to send the next heartbeat
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virtual void CheckHeartbeat( void ) = 0;
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// Master sent back a challenge value, read it and send the actual heartbeat
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virtual void RespondToHeartbeatChallenge( netadr_t &from, bf_read &msg ) = 0;
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// Console command to set/remove master server
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virtual void SetMaster_f( void ) = 0;
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// Force a heartbeat to be issued right away
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virtual void Heartbeat_f( void ) = 0;
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virtual void ProcessConnectionlessPacket( netpacket_t *packet ) = 0;
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virtual void RunFrame( void ) = 0;
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};
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extern IMaster *master;
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extern IServersInfo *g_pServersInfo;
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#endif // MASTER_H
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502
engine/masterserver.cpp
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502
engine/masterserver.cpp
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@ -0,0 +1,502 @@
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//======177== (C) Copyright 1999, 2000 Valve, L.L.C. All rights reserved. ========
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//
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// The copyright to the contents herein is the property of Valve, L.L.C.
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// The contents may be used and/or copied only with the written permission of
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// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose:
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//=============================================================================
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#include "quakedef.h"
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#include "server.h"
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#include "master.h"
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#include "proto_oob.h"
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#include "host.h"
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extern ConVar sv_lan;
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//-----------------------------------------------------------------------------
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// Purpose: List of master servers and some state info about them
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//-----------------------------------------------------------------------------
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typedef struct adrlist_s
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{
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// Next master in chain
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struct adrlist_s *next;
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// Challenge request sent to master
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qboolean heartbeatwaiting;
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// Challenge request send time
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float heartbeatwaitingtime;
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// Last one is Main master
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int heartbeatchallenge;
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// Time we sent last heartbeat
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double last_heartbeat;
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// Master server address
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netadr_t adr;
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} adrlist_t;
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//-----------------------------------------------------------------------------
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// Purpose: Implements the master server interface
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//-----------------------------------------------------------------------------
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class CMaster : public IMaster, public IServersInfo
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{
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public:
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CMaster( void );
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virtual ~CMaster( void );
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// Heartbeat functions.
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void Init( void );
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void Shutdown( void );
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// Sets up master address
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void ShutdownConnection(void);
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void SendHeartbeat( struct adrlist_s *p );
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void AddServer( struct netadr_s *adr );
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void UseDefault ( void );
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void CheckHeartbeat (void);
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void RespondToHeartbeatChallenge( netadr_t &from, bf_read &msg );
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void ProcessConnectionlessPacket( netpacket_t *packet );
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void SetMaster_f( void );
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void Heartbeat_f( void );
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void RunFrame();
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void RequestServersInfo();
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// SeversInfo
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void RequestInternetServerList( const char *gamedir, IServerListResponse *response );
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void RequestLANServerList( const char *gamedir, IServerListResponse *response );
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void AddServerAddresses( netadr_t **adr, int count );
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private:
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// List of known master servers
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adrlist_t *m_pMasterAddresses;
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bool m_bInitialized;
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// If nomaster is true, the server will not send heartbeats to the master server
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bool m_bNoMasters;
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CUtlLinkedList<netadr_t> m_serverAddresses;
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};
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static CMaster s_MasterServer;
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IMaster *master = (IMaster *)&s_MasterServer;
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IServersInfo *g_pServersInfo = (IServersInfo*)&s_MasterServer;
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#define HEARTBEAT_SECONDS 140.0
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CMaster::CMaster( void )
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{
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m_pMasterAddresses = NULL;
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m_bNoMasters = false;
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m_bInitialized = false;
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Init();
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}
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CMaster::~CMaster( void )
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{
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}
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void CMaster::RunFrame()
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{
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CheckHeartbeat();
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}
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void CMaster::ProcessConnectionlessPacket( netpacket_t *packet )
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{
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static ALIGN4 char string[2048] ALIGN4_POST; // Buffer for sending heartbeat
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uint ip; uint16 port;
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bf_read msg = packet->message;
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char c = msg.ReadChar();
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if ( c == 0 )
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return;
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switch( c )
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{
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case M2S_CHALLENGE:
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{
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RespondToHeartbeatChallenge( packet->from, msg );
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break;
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}
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case M2C_QUERY:
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{
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if( m_serverAddresses.Count() > 0 )
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m_serverAddresses.RemoveAll();
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ip = msg.ReadLong();
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port = msg.ReadShort();
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while( ip != 0 && port != 0 )
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{
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netadr_t adr(ip, port);
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m_serverAddresses.AddToHead(adr);
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ip = msg.ReadLong();
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port = msg.ReadShort();
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}
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RequestServersInfo();
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break;
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}
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case C2S_INFOREQUEST:
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{
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bf_write p(string, sizeof(string));
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p.WriteLong(CONNECTIONLESS_HEADER);
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p.WriteByte(S2C_INFOREPLY);
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p.WriteString(sv.GetName());
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NET_SendPacket(NULL, NS_SERVER, packet->from, p.GetData(), p.GetNumBytesWritten());
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break;
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}
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case S2C_INFOREPLY:
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{
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char hostname[1024];
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msg.ReadString(hostname, sizeof(hostname));
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break;
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}
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}
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}
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void CMaster::RequestServersInfo()
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{
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static ALIGN4 char string[256] ALIGN4_POST; // Buffer for sending heartbeat
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bf_write msg( string, sizeof(string) );
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FOR_EACH_LL( m_serverAddresses, i )
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{
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const netadr_t adr = m_serverAddresses[i];
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msg.WriteLong( CONNECTIONLESS_HEADER );
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msg.WriteByte( C2S_INFOREQUEST );
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NET_SendPacket( NULL, NS_CLIENT, adr, msg.GetData(), msg.GetNumBytesWritten() );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Sends a heartbeat to the master server
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// Input : *p - x00\x00\x00\x00\x00\x00
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//-----------------------------------------------------------------------------
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void CMaster::SendHeartbeat ( adrlist_t *p )
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{
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static ALIGN4 char string[256] ALIGN4_POST; // Buffer for sending heartbeat
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char szGD[ MAX_OSPATH ];
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if ( !p )
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return;
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// Still waiting on challenge response?
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if ( p->heartbeatwaiting )
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return;
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// Waited too long
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if ( (realtime - p->heartbeatwaitingtime ) >= HB_TIMEOUT )
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return;
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// Send to master
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// TODO(nillerusr): send engine version in this packet
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Q_FileBase( com_gamedir, szGD, sizeof( szGD ) );
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bf_write buf( string, sizeof(string) );
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buf.WriteByte( S2M_HEARTBEAT );
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buf.WriteLong( p->heartbeatchallenge );
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buf.WriteShort( PROTOCOL_VERSION );
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buf.WriteString( szGD );
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NET_SendPacket( NULL, NS_SERVER, p->adr, buf.GetData(), buf.GetNumBytesWritten() );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Requests a challenge so we can then send a heartbeat
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//-----------------------------------------------------------------------------
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void CMaster::CheckHeartbeat (void)
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{
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adrlist_t *p;
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ALIGN4 char buf[256] ALIGN4_POST;
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if ( m_bNoMasters || // We are ignoring heartbeats
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sv_lan.GetInt() || // Lan servers don't heartbeat
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(sv.GetMaxClients() <= 1) || // not a multiplayer server.
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!sv.IsActive() ) // only heartbeat if a server is running.
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return;
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p = m_pMasterAddresses;
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while ( p )
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{
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// Time for another try?
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if ( ( realtime - p->last_heartbeat) < HEARTBEAT_SECONDS) // not time to send yet
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{
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p = p->next;
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continue;
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}
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// Should we resend challenge request?
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if ( p->heartbeatwaiting &&
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( ( realtime - p->heartbeatwaitingtime ) < HB_TIMEOUT ) )
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{
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p = p->next;
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continue;
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}
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int32 challenge = RandomInt( 0, INT_MAX );
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p->heartbeatwaiting = true;
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p->heartbeatwaitingtime = realtime;
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p->last_heartbeat = realtime; // Flag at start so we don't just keep trying for hb's when
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p->heartbeatchallenge = challenge;
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bf_write msg("Master Join", buf, sizeof(buf));
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msg.WriteByte( S2M_GETCHALLENGE );
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msg.WriteLong( challenge );
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// Send to master asking for a challenge #
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NET_SendPacket( NULL, NS_SERVER, p->adr, msg.GetData(), msg.GetNumBytesWritten() );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Server is shutting down, unload master servers list, tell masters that we are closing the server
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//-----------------------------------------------------------------------------
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void CMaster::ShutdownConnection( void )
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{
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adrlist_t *p;
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if ( !host_initialized )
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return;
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if ( m_bNoMasters || // We are ignoring heartbeats
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sv_lan.GetInt() || // Lan servers don't heartbeat
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(sv.GetMaxClients() <= 1) ) // not a multiplayer server.
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return;
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const char packet = S2M_SHUTDOWN;
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p = m_pMasterAddresses;
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while ( p )
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{
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NET_SendPacket( NULL, NS_SERVER, p->adr, (unsigned char*)&packet, 1);
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p->last_heartbeat = -99999.0;
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p = p->next;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Add server to the master list
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// Input : *adr -
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//-----------------------------------------------------------------------------
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void CMaster::AddServer( netadr_t *adr )
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{
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adrlist_t *n;
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// See if it's there
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n = m_pMasterAddresses;
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while ( n )
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{
|
||||
if ( n->adr.CompareAdr( *adr ) )
|
||||
break;
|
||||
n = n->next;
|
||||
}
|
||||
|
||||
// Found it in the list.
|
||||
if ( n )
|
||||
return;
|
||||
|
||||
n = ( adrlist_t * ) malloc ( sizeof( adrlist_t ) );
|
||||
if ( !n )
|
||||
Sys_Error( "Error allocating %i bytes for master address.", sizeof( adrlist_t ) );
|
||||
|
||||
memset( n, 0, sizeof( adrlist_t ) );
|
||||
|
||||
n->adr = *adr;
|
||||
|
||||
// Queue up a full heartbeat to all master servers.
|
||||
n->last_heartbeat = -99999.0;
|
||||
|
||||
// Link it in.
|
||||
n->next = m_pMasterAddresses;
|
||||
m_pMasterAddresses = n;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Add built-in default master if woncomm.lst doesn't parse
|
||||
//-----------------------------------------------------------------------------
|
||||
void CMaster::UseDefault ( void )
|
||||
{
|
||||
netadr_t adr;
|
||||
|
||||
// Convert to netadr_t
|
||||
if ( NET_StringToAdr ( DEFAULT_MASTER_ADDRESS, &adr ) )
|
||||
{
|
||||
// Add to master list
|
||||
AddServer( &adr );
|
||||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
//-----------------------------------------------------------------------------
|
||||
void CMaster::RespondToHeartbeatChallenge( netadr_t &from, bf_read &msg )
|
||||
{
|
||||
adrlist_t *p;
|
||||
uint challenge, challenge2;
|
||||
|
||||
// No masters, just ignore.
|
||||
if ( !m_pMasterAddresses )
|
||||
return;
|
||||
|
||||
p = m_pMasterAddresses;
|
||||
while ( p )
|
||||
{
|
||||
if ( from.CompareAdr( p->adr ) )
|
||||
break;
|
||||
|
||||
p = p->next;
|
||||
}
|
||||
|
||||
// Not a known master server.
|
||||
if ( !p )
|
||||
return;
|
||||
|
||||
challenge = msg.ReadLong();
|
||||
challenge2 = msg.ReadLong();
|
||||
|
||||
if( p->heartbeatchallenge != challenge2 )
|
||||
{
|
||||
Warning("unexpected master server info query packet (wrong challenge!)\n");
|
||||
return;
|
||||
}
|
||||
|
||||
// Kill timer
|
||||
p->heartbeatwaiting = false;
|
||||
p->heartbeatchallenge = challenge;
|
||||
|
||||
// Send the actual heartbeat request to this master server.
|
||||
SendHeartbeat( p );
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Add/remove master servers
|
||||
//-----------------------------------------------------------------------------
|
||||
void CMaster::SetMaster_f (void)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Send a new heartbeat to the master
|
||||
//-----------------------------------------------------------------------------
|
||||
void CMaster::Heartbeat_f (void)
|
||||
{
|
||||
adrlist_t *p;
|
||||
|
||||
p = m_pMasterAddresses;
|
||||
while ( p )
|
||||
{
|
||||
// Queue up a full hearbeat
|
||||
p->last_heartbeat = -9999.0;
|
||||
p->heartbeatwaitingtime = -9999.0;
|
||||
p = p->next;
|
||||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
//-----------------------------------------------------------------------------
|
||||
void SetMaster_f( void )
|
||||
{
|
||||
master->SetMaster_f();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
//-----------------------------------------------------------------------------
|
||||
void Heartbeat1_f( void )
|
||||
{
|
||||
master->Heartbeat_f();
|
||||
}
|
||||
|
||||
static ConCommand setmaster("setmaster", SetMaster_f );
|
||||
static ConCommand heartbeat("heartbeat", Heartbeat1_f, "Force heartbeat of master servers" );
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Adds master server console commands
|
||||
//-----------------------------------------------------------------------------
|
||||
void CMaster::Init( void )
|
||||
{
|
||||
// Already able to initialize at least once?
|
||||
if ( m_bInitialized )
|
||||
return;
|
||||
|
||||
// So we don't do this a send time.sv_mas
|
||||
m_bInitialized = true;
|
||||
|
||||
UseDefault();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
//-----------------------------------------------------------------------------
|
||||
void CMaster::Shutdown(void)
|
||||
{
|
||||
adrlist_t *p, *n;
|
||||
|
||||
// Free the master list now.
|
||||
p = m_pMasterAddresses;
|
||||
while ( p )
|
||||
{
|
||||
n = p->next;
|
||||
free( p );
|
||||
p = n;
|
||||
}
|
||||
|
||||
m_pMasterAddresses = NULL;
|
||||
}
|
||||
|
||||
// ServersInfo
|
||||
void CMaster::RequestInternetServerList(const char *gamedir, IServerListResponse *response)
|
||||
{
|
||||
if( m_bNoMasters ) return;
|
||||
|
||||
ALIGN4 char buf[256] ALIGN4_POST;
|
||||
bf_write msg(buf, sizeof(buf));
|
||||
|
||||
msg.WriteByte( C2M_CLIENTQUERY );
|
||||
msg.WriteString(gamedir);
|
||||
|
||||
// TODO(nillerusr): add switching between masters?
|
||||
NET_SendPacket(NULL, NS_CLIENT, m_pMasterAddresses->adr, msg.GetData(), msg.GetNumBytesWritten() );
|
||||
}
|
||||
|
||||
void CMaster::RequestLANServerList(const char *gamedir, IServerListResponse *response)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void CMaster::AddServerAddresses( netadr_t **adr, int count )
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void Master_Request_f()
|
||||
{
|
||||
g_pServersInfo->RequestInternetServerList("cstrike", NULL);
|
||||
}
|
||||
|
||||
ConCommand master_request( "master_request", Master_Request_f );
|
@ -64,10 +64,15 @@ extern int NET_ReceiveStream( int nSock, char * buf, int len, int flags );
|
||||
// We only need to checksum packets on the PC and only when we're actually sending them over the network.
|
||||
static bool ShouldChecksumPackets()
|
||||
{
|
||||
// nillerusr: temporary solution for testing
|
||||
return false;
|
||||
|
||||
#if 0
|
||||
if ( !IsPC() )
|
||||
return false;
|
||||
|
||||
return NET_IsMultiplayer();
|
||||
#endif
|
||||
}
|
||||
|
||||
bool CNetChan::IsLoopback() const
|
||||
|
@ -13,6 +13,7 @@
|
||||
#include "net_ws_headers.h"
|
||||
#include "net_ws_queued_packet_sender.h"
|
||||
#include "fmtstr.h"
|
||||
#include "master.h"
|
||||
|
||||
// memdbgon must be the last include file in a .cpp file!!!
|
||||
#include "tier0/memdbgon.h"
|
||||
@ -1644,7 +1645,7 @@ netpacket_t *NET_GetPacket (int sock, byte *scratch )
|
||||
// Check loopback first
|
||||
if ( !NET_GetLoopPacket( &inpacket ) )
|
||||
{
|
||||
if ( !NET_IsMultiplayer() )
|
||||
if ( !NET_IsMultiplayer() && sock != NS_CLIENT )
|
||||
{
|
||||
return NULL;
|
||||
}
|
||||
@ -2351,7 +2352,7 @@ int NET_SendPacket ( INetChannel *chan, int sock, const netadr_t &to, const uns
|
||||
Msg("UDP -> %s: sz=%i OOB '%c'\n", to.ToString(), length, data[4] );
|
||||
}
|
||||
|
||||
if ( !NET_IsMultiplayer() || to.type == NA_LOOPBACK || ( to.IsLocalhost() && !net_usesocketsforloopback.GetBool() ) )
|
||||
if ( (!NET_IsMultiplayer() && sock != NS_CLIENT) || to.type == NA_LOOPBACK || ( to.IsLocalhost() && !net_usesocketsforloopback.GetBool() ) )
|
||||
{
|
||||
Assert( !pVoicePayload );
|
||||
|
||||
@ -2988,6 +2989,8 @@ void NET_RunFrame( double flRealtime )
|
||||
|
||||
#endif // SWDS
|
||||
|
||||
master->RunFrame();
|
||||
|
||||
#ifdef _X360
|
||||
if ( net_logserver.GetInt() )
|
||||
{
|
||||
@ -3110,7 +3113,7 @@ void NET_ListenSocket( int sock, bool bListen )
|
||||
NET_CloseSocket( netsock->hTCP, sock );
|
||||
}
|
||||
|
||||
if ( !NET_IsMultiplayer() || net_notcp )
|
||||
if ( (!NET_IsMultiplayer() && sock != NS_CLIENT) || net_notcp )
|
||||
return;
|
||||
|
||||
if ( bListen )
|
||||
@ -3296,6 +3299,11 @@ void NET_Init( bool bIsDedicated )
|
||||
ipname.SetValue( ip ); // update the cvar right now, this will get overwritten by "stuffcmds" later
|
||||
}
|
||||
|
||||
const int nProtocol = X360SecureNetwork() ? IPPROTO_VDP : IPPROTO_UDP;
|
||||
|
||||
// open client socket for masterserver
|
||||
OpenSocketInternal( NS_CLIENT, clientport.GetInt(), PORT_SERVER, "client", nProtocol, true );
|
||||
|
||||
if ( bIsDedicated )
|
||||
{
|
||||
// set dedicated MP mode
|
||||
|
@ -1005,7 +1005,7 @@ void Heartbeat_f()
|
||||
}
|
||||
}
|
||||
|
||||
static ConCommand heartbeat( "heartbeat", Heartbeat_f, "Force heartbeat of master servers", 0 );
|
||||
//static ConCommand heartbeat( "heartbeat", Heartbeat_f, "Force heartbeat of master servers", 0 );
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
@ -329,7 +329,8 @@ def build(bld):
|
||||
'vgui_texturebudgetpanel.cpp',
|
||||
'vgui_vprofgraphpanel.cpp',
|
||||
'vgui_vprofpanel.cpp',
|
||||
'toolframework.cpp'
|
||||
'toolframework.cpp',
|
||||
'masterserver.cpp',
|
||||
]
|
||||
|
||||
if bld.env.DEST_OS != 'win32':
|
||||
|
97
public/engine/iserversinfo.h
Normal file
97
public/engine/iserversinfo.h
Normal file
@ -0,0 +1,97 @@
|
||||
//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
|
||||
//
|
||||
// Purpose: interface to steam managing game server/client match making
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#ifndef ISERVERSINFO_H
|
||||
#define ISERVERSINFO_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#define MAX_GAME_DESCRIPTION 8192
|
||||
#define MAX_SERVER_NAME 2048
|
||||
|
||||
enum ServerResponse
|
||||
{
|
||||
ServerResponded = 0,
|
||||
ServerFailedToRespond,
|
||||
NoServersListedOnMasterServer,
|
||||
};
|
||||
|
||||
class newgameserver_t
|
||||
{
|
||||
public:
|
||||
newgameserver_t() = default;
|
||||
|
||||
const char* GetName() const;
|
||||
void SetName( const char *pName );
|
||||
|
||||
netadr_t m_NetAdr; ///< IP/Query Port/Connection Port for this server
|
||||
int m_nPing; ///< current ping time in milliseconds
|
||||
bool m_bHadSuccessfulResponse; ///< server has responded successfully in the past
|
||||
bool m_bDoNotRefresh; ///< server is marked as not responding and should no longer be refreshed
|
||||
char m_szGameDir[MAX_PATH]; ///< current game directory
|
||||
char m_szMap[MAX_PATH]; ///< current map
|
||||
char m_szGameDescription[MAX_GAME_DESCRIPTION]; ///< game description
|
||||
|
||||
int m_nPlayers;
|
||||
int m_nMaxPlayers; ///< Maximum players that can join this server
|
||||
int m_nBotPlayers; ///< Number of bots (i.e simulated players) on this server
|
||||
bool m_bPassword; ///< true if this server needs a password to join
|
||||
private:
|
||||
/// Game server name
|
||||
char m_szServerName[MAX_SERVER_NAME];
|
||||
};
|
||||
|
||||
class IServerListResponse
|
||||
{
|
||||
public:
|
||||
// Server has responded ok with updated data
|
||||
virtual void ServerResponded( newgameserver_t &server ) = 0;
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Callback interface for receiving responses after pinging an individual server
|
||||
//
|
||||
class IServerPingResponse
|
||||
{
|
||||
public:
|
||||
// Server has responded successfully and has updated data
|
||||
virtual void ServerResponded( newgameserver_t &server ) = 0;
|
||||
};
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Callback interface for receiving responses after requesting details on
|
||||
// who is playing on a particular server.
|
||||
//
|
||||
class IServerPlayersResponse
|
||||
{
|
||||
public:
|
||||
// Got data on a new player on the server -- you'll get this callback once per player
|
||||
// on the server which you have requested player data on.
|
||||
virtual void AddPlayerToList( const char *pchName, int nScore, float flTimePlayed ) = 0;
|
||||
|
||||
// The server failed to respond to the request for player details
|
||||
virtual void PlayersFailedToRespond() = 0;
|
||||
|
||||
// The server has finished responding to the player details request
|
||||
virtual void PlayersRefreshComplete() = 0;
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Functions for match making services for clients to get to game lists and details
|
||||
//-----------------------------------------------------------------------------
|
||||
class IServersInfo
|
||||
{
|
||||
public:
|
||||
virtual void RequestInternetServerList( const char *gamedir, IServerListResponse *response ) = 0;
|
||||
virtual void RequestLANServerList( const char *gamedir, IServerListResponse *response ) = 0;
|
||||
|
||||
//virtual HServerQuery PingServer( uint32 unIP, uint16 usPort, ISteamMatchmakingPingResponse *pRequestServersResponse ) = 0;
|
||||
//virtual HServerQuery PlayerDetails( uint32 unIP, uint16 usPort, ISteamMatchmakingPlayersResponse *pRequestServersResponse ) = 0;
|
||||
|
||||
};
|
||||
#define SERVERLIST_INTERFACE_VERSION "ServerList001"
|
||||
|
||||
#endif // ISERVERSINFO_H
|
Loading…
Reference in New Issue
Block a user