mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 14:16:50 +00:00
494 lines
15 KiB
C++
494 lines
15 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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// expose the server browser interfaces
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CServerBrowser g_ServerBrowserSingleton;
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EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CServerBrowser, IServerBrowser, SERVERBROWSER_INTERFACE_VERSION, g_ServerBrowserSingleton);
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EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CServerBrowser, IVGuiModule, "VGuiModuleServerBrowser001", g_ServerBrowserSingleton); // the interface loaded by PlatformMenu.vdf
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// singleton accessor
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CServerBrowser &ServerBrowser()
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{
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return g_ServerBrowserSingleton;
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}
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IRunGameEngine *g_pRunGameEngine = NULL;
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IServersInfo *g_pServersInfo = NULL;
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static CSteamAPIContext g_SteamAPIContext;
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CSteamAPIContext *steamapicontext = &g_SteamAPIContext;
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IEngineReplay *g_pEngineReplay = NULL;
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ConVar sb_firstopentime( "sb_firstopentime", "0", FCVAR_DEVELOPMENTONLY, "Indicates the time the server browser was first opened." );
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ConVar sb_numtimesopened( "sb_numtimesopened", "0", FCVAR_DEVELOPMENTONLY, "Indicates the number of times the server browser was opened this session." );
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// the original author of this code felt strdup was not acceptible.
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inline char *CloneString( const char *str )
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{
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char *cloneStr = new char [ strlen(str)+1 ];
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strcpy( cloneStr, str );
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return cloneStr;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CServerBrowser::CServerBrowser()
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: Destructor
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//-----------------------------------------------------------------------------
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CServerBrowser::~CServerBrowser()
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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 CServerBrowser::CreateDialog()
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{
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if (!m_hInternetDlg.Get())
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{
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m_hInternetDlg = new CServerBrowserDialog(NULL); // SetParent() call below fills this in
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m_hInternetDlg->Initialize();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: links to vgui and engine interfaces
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//-----------------------------------------------------------------------------
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bool CServerBrowser::Initialize(CreateInterfaceFn *factorylist, int factoryCount)
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{
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ConnectTier1Libraries( factorylist, factoryCount );
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ConVar_Register();
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ConnectTier2Libraries( factorylist, factoryCount );
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ConnectTier3Libraries( factorylist, factoryCount );
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g_pRunGameEngine = NULL;
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for ( int i = 0; i < factoryCount; ++i )
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{
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if ( !g_pEngineReplay )
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g_pEngineReplay = ( IEngineReplay * )factorylist[ i ]( ENGINE_REPLAY_INTERFACE_VERSION, NULL );
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if( !g_pServersInfo )
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g_pServersInfo = ( IServersInfo * )factorylist[ i ]( SERVERLIST_INTERFACE_VERSION, NULL );
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}
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SteamAPI_InitSafe();
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SteamAPI_SetTryCatchCallbacks( false ); // We don't use exceptions, so tell steam not to use try/catch in callback handlers
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steamapicontext->Init();
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for (int i = 0; i < factoryCount; i++)
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{
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if (!g_pRunGameEngine)
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{
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g_pRunGameEngine = (IRunGameEngine *)(factorylist[i])(RUNGAMEENGINE_INTERFACE_VERSION, NULL);
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}
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}
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// load the vgui interfaces
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#if defined( STEAM ) || defined( HL1 )
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if ( !vgui::VGuiControls_Init("ServerBrowser", factorylist, factoryCount) )
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#else
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if ( !vgui::VGui_InitInterfacesList("ServerBrowser", factorylist, factoryCount) )
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#endif
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return false;
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// load localization file
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g_pVGuiLocalize->AddFile( "servers/serverbrowser_%language%.txt" );
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: links to other modules interfaces (tracker)
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//-----------------------------------------------------------------------------
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bool CServerBrowser::PostInitialize(CreateInterfaceFn *modules, int factoryCount)
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{
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// find the interfaces we need
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for (int i = 0; i < factoryCount; i++)
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{
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if (!g_pRunGameEngine)
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{
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g_pRunGameEngine = (IRunGameEngine *)(modules[i])(RUNGAMEENGINE_INTERFACE_VERSION, NULL);
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}
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}
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CreateDialog();
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m_hInternetDlg->SetVisible(false);
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return g_pRunGameEngine;
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}
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//-----------------------------------------------------------------------------
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// Purpose: true if the user can't play a game due to VAC banning
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//-----------------------------------------------------------------------------
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bool CServerBrowser::IsVACBannedFromGame( int nAppID )
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{
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Marks that the tool/game loading us intends to feed us workshop information
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//-----------------------------------------------------------------------------
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void CServerBrowser::SetWorkshopEnabled( bool bManaged )
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{
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m_bWorkshopEnabled = bManaged;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Add a mapname to our known user-subscribed workshop maps list
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//-----------------------------------------------------------------------------
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void CServerBrowser::AddWorkshopSubscribedMap( const char *pszMapName )
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{
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CUtlString strMap( pszMapName );
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if ( !IsWorkshopSubscribedMap( strMap ) )
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{
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m_vecWorkshopSubscribedMaps.AddToTail( strMap );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: remove a mapname to our known user-subscribed workshop maps list
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//-----------------------------------------------------------------------------
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void CServerBrowser::RemoveWorkshopSubscribedMap( const char *pszMapName )
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{
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m_vecWorkshopSubscribedMaps.FindAndFastRemove( CUtlString( pszMapName ) );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Well, is it?
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//-----------------------------------------------------------------------------
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bool CServerBrowser::IsWorkshopEnabled()
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{
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return m_bWorkshopEnabled;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Check if this map is in our subscribed list
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//-----------------------------------------------------------------------------
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bool CServerBrowser::IsWorkshopSubscribedMap( const char *pszMapName )
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{
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return m_vecWorkshopSubscribedMaps.HasElement( CUtlString( pszMapName ) );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CServerBrowser::IsValid()
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{
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return ( g_pRunGameEngine );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CServerBrowser::Activate()
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{
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static bool firstTimeOpening = true;
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if ( firstTimeOpening )
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{
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m_hInternetDlg->LoadUserData(); // reload the user data the first time the dialog is made visible, helps with the lag between module load and
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// steamui getting Deactivate() call
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firstTimeOpening = false;
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}
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int numTimesOpened = sb_numtimesopened.GetInt() + 1;
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sb_numtimesopened.SetValue( numTimesOpened );
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if ( numTimesOpened == 1 )
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{
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time_t aclock;
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time( &aclock );
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sb_firstopentime.SetValue( (int) aclock );
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}
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Open();
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: called when the server browser gets used in the game
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//-----------------------------------------------------------------------------
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void CServerBrowser::Deactivate()
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{
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if (m_hInternetDlg.Get())
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{
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m_hInternetDlg->SaveUserData();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: called when the server browser is no longer being used in the game
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//-----------------------------------------------------------------------------
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void CServerBrowser::Reactivate()
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{
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if (m_hInternetDlg.Get())
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{
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m_hInternetDlg->LoadUserData();
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if (m_hInternetDlg->IsVisible())
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{
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m_hInternetDlg->RefreshCurrentPage();
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}
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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 CServerBrowser::Open()
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{
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m_hInternetDlg->Open();
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}
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//-----------------------------------------------------------------------------
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// Purpose: returns direct handle to main server browser dialog
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//-----------------------------------------------------------------------------
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vgui::VPANEL CServerBrowser::GetPanel()
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{
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return m_hInternetDlg.Get() ? m_hInternetDlg->GetVPanel() : NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose: sets the parent panel of the main module panel
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//-----------------------------------------------------------------------------
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void CServerBrowser::SetParent(vgui::VPANEL parent)
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{
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if (m_hInternetDlg.Get())
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{
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m_hInternetDlg->SetParent(parent);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Closes down the server browser for good
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//-----------------------------------------------------------------------------
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void CServerBrowser::Shutdown()
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{
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if (m_hInternetDlg.Get())
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{
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m_hInternetDlg->Close();
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m_hInternetDlg->MarkForDeletion();
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}
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#if defined( STEAM )
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vgui::VGuiControls_Shutdown();
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#endif
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DisconnectTier3Libraries();
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DisconnectTier2Libraries();
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ConVar_Unregister();
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DisconnectTier1Libraries();
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}
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//-----------------------------------------------------------------------------
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// Purpose: opens a game info dialog to watch the specified server; associated with the friend 'userName'
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//-----------------------------------------------------------------------------
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bool CServerBrowser::OpenGameInfoDialog( uint64 ulSteamIDFriend, const char *pszConnectCode )
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{
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#if 0
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if ( m_hInternetDlg.Get() )
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{
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// activate an already-existing dialog
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CDialogGameInfo *pDialogGameInfo = m_hInternetDlg->GetDialogGameInfoForFriend( ulSteamIDFriend );
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if ( pDialogGameInfo )
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{
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pDialogGameInfo->Activate();
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return true;
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}
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// none yet, create a new dialog
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FriendGameInfo_t friendGameInfo;
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if ( steamapicontext->SteamFriends()->GetFriendGamePlayed( ulSteamIDFriend, &friendGameInfo ) )
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{
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uint16 usConnPort = friendGameInfo.m_usGamePort;
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if ( friendGameInfo.m_usQueryPort < QUERY_PORT_ERROR )
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usConnPort = friendGameInfo.m_usQueryPort;
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CDialogGameInfo *pDialogGameInfo = m_hInternetDlg->OpenGameInfoDialog( friendGameInfo.m_unGameIP, friendGameInfo.m_usGamePort, usConnPort, pszConnectCode );
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pDialogGameInfo->SetFriend( ulSteamIDFriend );
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return true;
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}
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}
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#endif
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: joins a specified game - game info dialog will only be opened if the server is fully or passworded
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//-----------------------------------------------------------------------------
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bool CServerBrowser::JoinGame( uint64 ulSteamIDFriend, const char *pszConnectCode )
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{
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/* if ( OpenGameInfoDialog( ulSteamIDFriend, pszConnectCode ) )
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{
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CDialogGameInfo *pDialogGameInfo = m_hInternetDlg->GetDialogGameInfoForFriend( ulSteamIDFriend );
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pDialogGameInfo->Connect();
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}*/
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: joins a game by IP/Port
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//-----------------------------------------------------------------------------
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bool CServerBrowser::JoinGame( uint32 unGameIP, uint16 usGamePort, const char *pszConnectCode )
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{
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m_hInternetDlg->JoinGame( unGameIP, usGamePort, pszConnectCode );
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: forces the game info dialog closed
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//-----------------------------------------------------------------------------
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void CServerBrowser::CloseGameInfoDialog( uint64 ulSteamIDFriend )
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{
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#if 0
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CDialogGameInfo *pDialogGameInfo = m_hInternetDlg->GetDialogGameInfoForFriend( ulSteamIDFriend );
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if ( pDialogGameInfo )
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{
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pDialogGameInfo->Close();
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}
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose: closes all the game info dialogs
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//-----------------------------------------------------------------------------
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void CServerBrowser::CloseAllGameInfoDialogs()
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{
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if ( m_hInternetDlg.Get() )
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{
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m_hInternetDlg->CloseAllGameInfoDialogs();
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}
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}
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CUtlVector< gametypes_t > g_GameTypes;
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void LoadGameTypes( void )
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{
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if ( g_GameTypes.Count() > 0 )
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return;
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#define GAMETYPES_FILE "servers/ServerBrowserGameTypes.txt"
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KeyValues * kv = new KeyValues( GAMETYPES_FILE );
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if ( !kv->LoadFromFile( g_pFullFileSystem, GAMETYPES_FILE, "MOD" ) )
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{
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kv->deleteThis();
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return;
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}
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g_GameTypes.RemoveAll();
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for ( KeyValues *pData = kv->GetFirstSubKey(); pData != NULL; pData = pData->GetNextKey() )
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{
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gametypes_t gametype;
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gametype.pPrefix = CloneString( pData->GetString( "prefix", "" ) );
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gametype.pGametypeName = CloneString( pData->GetString( "name", "" ) );
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g_GameTypes.AddToTail( gametype );
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}
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kv->deleteThis();
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}
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const char *GetGameTypeName( const char *pMapName )
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{
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LoadGameTypes();
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for ( int i = 0; i < g_GameTypes.Count(); i++ )
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{
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int iLength = strlen( g_GameTypes[i].pPrefix );
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if ( !Q_strncmp( pMapName, g_GameTypes[i].pPrefix, iLength ) )
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{
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return g_GameTypes[i].pGametypeName;
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}
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}
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return "";
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}
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//-----------------------------------------------------------------------------
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// Purpose of comments like these: none
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//-----------------------------------------------------------------------------
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const char *CServerBrowser::GetMapFriendlyNameAndGameType( const char *pszMapName, char *szFriendlyMapName, int cchFriendlyName )
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{
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// Make sure game types are loaded
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LoadGameTypes();
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// Scan list
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const char *pszFriendlyGameTypeName = "";
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for ( int i = 0; i < g_GameTypes.Count(); i++ )
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{
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int iLength = strlen( g_GameTypes[i].pPrefix );
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if ( !Q_strnicmp( pszMapName, g_GameTypes[i].pPrefix, iLength ) )
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{
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pszMapName += iLength;
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pszFriendlyGameTypeName = g_GameTypes[i].pGametypeName;
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break;
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}
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}
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// See how many characters from the name to copy.
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// Start by assuming we'll copy the whole thing.
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// (After any prefix we just skipped)
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int l = V_strlen( pszMapName );
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const char *pszFinal = Q_stristr( pszMapName, "_final" );
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if ( pszFinal )
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{
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// truncate the _final (or _final1) part of the filename if it's at the end of the name
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const char *pszNextChar = pszFinal + Q_strlen( "_final" );
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if ( ( *pszNextChar == '\0' ) ||
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( ( *pszNextChar == '1' ) && ( *(pszNextChar+1) == '\0' ) ) )
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{
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l = pszFinal - pszMapName;
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}
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}
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// Safety check against buffer size
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if ( l >= cchFriendlyName )
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{
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Assert( !"Map name too long for buffer!" );
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l = cchFriendlyName-1;
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}
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// Copy friendly portion of name only
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V_memcpy( szFriendlyMapName, pszMapName, l );
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// It's like the Alamo. We never forget.
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szFriendlyMapName[l] = '\0';
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// Result should be the friendly game type name
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return pszFriendlyGameTypeName;
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}
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