mirror of
https://github.com/nillerusr/source-engine.git
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320 lines
9.1 KiB
C++
320 lines
9.1 KiB
C++
//========= 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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#include "pch_serverbrowser.h"
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using namespace vgui;
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// How often to re-sort the server list
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const float MINIMUM_SORT_TIME = 1.5f;
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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// NOTE: m_Servers can not use more than 96 sockets, else it will
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// cause internet explorer to Stop working under win98 SE!
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//-----------------------------------------------------------------------------
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CInternetGames::CInternetGames(vgui::Panel *parent, const char *panelName, EPageType eType ) :
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CBaseGamesPage(parent, panelName, eType )
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{
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m_fLastSort = 0.0f;
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m_bDirty = false;
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m_bRequireUpdate = true;
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m_bOfflineMode = false;
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m_bAnyServersRetrievedFromMaster = false;
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m_bNoServersListedOnMaster = false;
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m_bAnyServersRespondedToQuery = false;
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m_pLocationFilter->DeleteAllItems();
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KeyValues *kv = new KeyValues("Regions");
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if (kv->LoadFromFile( g_pFullFileSystem, "servers/Regions.vdf", NULL))
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{
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// iterate the list loading all the servers
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for (KeyValues *srv = kv->GetFirstSubKey(); srv != NULL; srv = srv->GetNextKey())
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{
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struct regions_s region;
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region.name = srv->GetString("text");
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region.code = srv->GetInt("code");
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KeyValues *regionKV = new KeyValues("region", "code", region.code);
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m_pLocationFilter->AddItem( region.name.String(), regionKV );
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regionKV->deleteThis();
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m_Regions.AddToTail(region);
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}
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}
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else
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{
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Assert(!("Could not load file servers/Regions.vdf; server browser will not function."));
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}
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kv->deleteThis();
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LoadFilterSettings();
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ivgui()->AddTickSignal( GetVPanel(), 250 );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Destructor
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//-----------------------------------------------------------------------------
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CInternetGames::~CInternetGames()
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CInternetGames::PerformLayout()
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{
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if ( !m_bOfflineMode && m_bRequireUpdate && ServerBrowserDialog().IsVisible() )
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{
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PostMessage( this, new KeyValues( "GetNewServerList" ), 0.1f );
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m_bRequireUpdate = false;
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}
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if ( m_bOfflineMode )
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{
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m_pGameList->SetEmptyListText("#ServerBrowser_OfflineMode");
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m_pConnect->SetEnabled( false );
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m_pRefreshAll->SetEnabled( false );
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m_pRefreshQuick->SetEnabled( false );
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m_pAddServer->SetEnabled( false );
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m_pFilter->SetEnabled( false );
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}
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BaseClass::PerformLayout();
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m_pLocationFilter->SetEnabled(true);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Activates the page, starts refresh if needed
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//-----------------------------------------------------------------------------
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void CInternetGames::OnPageShow()
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{
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if ( m_pGameList->GetItemCount() == 0 && ServerBrowserDialog().IsVisible() )
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BaseClass::OnPageShow();
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// the "internet games" tab (unlike the other browser tabs)
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// does not automatically start a query when the user
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// navigates to this tab unless they have no servers listed.
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called every frame, maintains sockets and runs refreshes
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//-----------------------------------------------------------------------------
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void CInternetGames::OnTick()
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{
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if ( m_bOfflineMode )
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{
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BaseClass::OnTick();
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return;
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}
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BaseClass::OnTick();
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CheckRedoSort();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Handles incoming server refresh data
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// updates the server browser with the refreshed information from the server itself
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//-----------------------------------------------------------------------------
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void CInternetGames::ServerResponded( newgameserver_t &server )
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{
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m_bDirty = true;
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BaseClass::ServerResponded( server );
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m_bAnyServersRespondedToQuery = true;
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m_bAnyServersRetrievedFromMaster = true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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/*void CInternetGames::ServerFailedToRespond( HServerListRequest hReq, int iServer )
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{
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m_bDirty = true;
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gameserveritem_t *pServer = steamapicontext->SteamMatchmakingServers()->GetServerDetails( hReq, iServer );
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Assert( pServer );
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if ( pServer->m_bHadSuccessfulResponse )
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{
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// if it's had a successful response in the past, leave it on
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//ServerResponded( hReq, iServer );
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}
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else
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{
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int iServerMap = m_mapServers.Find( iServer );
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if ( iServerMap != m_mapServers.InvalidIndex() )
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RemoveServer( m_mapServers[ iServerMap ] );
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// we've never had a good response from this server, remove it from the list
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m_iServerRefreshCount++;
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}
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}*/
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//-----------------------------------------------------------------------------
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// Purpose: Called when server refresh has been completed
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//-----------------------------------------------------------------------------
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void CInternetGames::RefreshComplete( NServerResponse response )
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{
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SetRefreshing(false);
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UpdateFilterSettings();
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if ( response != nServerFailedToRespond )
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{
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if ( m_bAnyServersRespondedToQuery )
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{
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m_pGameList->SetEmptyListText( GetStringNoUnfilteredServers() );
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}
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else if ( response == nNoServersListedOnMasterServer )
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{
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m_pGameList->SetEmptyListText( GetStringNoUnfilteredServersOnMaster() );
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}
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else
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{
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m_pGameList->SetEmptyListText( GetStringNoServersResponded() );
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}
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}
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else
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{
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m_pGameList->SetEmptyListText("#ServerBrowser_MasterServerNotResponsive");
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}
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// perform last sort
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m_bDirty = false;
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m_fLastSort = Plat_FloatTime();
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if (IsVisible())
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{
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m_pGameList->SortList();
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}
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UpdateStatus();
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BaseClass::RefreshComplete( response );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CInternetGames::GetNewServerList()
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{
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BaseClass::GetNewServerList();
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UpdateStatus();
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m_bRequireUpdate = false;
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m_bAnyServersRetrievedFromMaster = false;
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m_bAnyServersRespondedToQuery = false;
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m_pGameList->DeleteAllItems();
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}
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//-----------------------------------------------------------------------------
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// Purpose: returns true if the game list supports the specified ui elements
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//-----------------------------------------------------------------------------
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bool CInternetGames::SupportsItem(IGameList::InterfaceItem_e item)
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{
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switch (item)
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{
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case FILTERS:
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case GETNEWLIST:
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return true;
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default:
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return false;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CInternetGames::CheckRedoSort( void )
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{
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float fCurTime;
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// No changes detected
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if ( !m_bDirty )
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return;
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fCurTime = Plat_FloatTime();
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// Not time yet
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if ( fCurTime - m_fLastSort < MINIMUM_SORT_TIME)
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return;
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// postpone sort if mouse button is down
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if ( input()->IsMouseDown(MOUSE_LEFT) || input()->IsMouseDown(MOUSE_RIGHT) )
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{
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// don't sort for at least another second
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m_fLastSort = fCurTime - MINIMUM_SORT_TIME + 1.0f;
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return;
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}
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// Reset timer
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m_bDirty = false;
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m_fLastSort = fCurTime;
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// Force sort to occur now!
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m_pGameList->SortList();
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}
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//-----------------------------------------------------------------------------
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// Purpose: opens context menu (user right clicked on a server)
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//-----------------------------------------------------------------------------
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void CInternetGames::OnOpenContextMenu(int itemID)
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{
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// get the server
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int serverID = GetSelectedServerID();
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if ( serverID == -1 )
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return;
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// Activate context menu
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CServerContextMenu *menu = ServerBrowserDialog().GetContextMenu(GetActiveList());
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menu->ShowMenu(this, serverID, true, true, true, true);
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}
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//-----------------------------------------------------------------------------
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// Purpose: refreshes a single server
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//-----------------------------------------------------------------------------
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void CInternetGames::OnRefreshServer(int serverID)
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{
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BaseClass::OnRefreshServer( serverID );
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ServerBrowserDialog().UpdateStatusText("#ServerBrowser_GettingNewServerList");
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}
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//-----------------------------------------------------------------------------
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// Purpose: get the region code selected in the ui
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// Output: returns the region code the user wants to filter by
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//-----------------------------------------------------------------------------
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int CInternetGames::GetRegionCodeToFilter()
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{
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KeyValues *kv = m_pLocationFilter->GetActiveItemUserData();
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if ( kv )
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return kv->GetInt( "code" );
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else
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return 255;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CInternetGames::CheckTagFilter( gameserveritem_t &server )
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{
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// Servers without tags go in the official games, servers with tags go in custom games
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bool bOfficialServer = !server.m_szGameTags[0];
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if ( !bOfficialServer )
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return false;
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return true;
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}
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