mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 06:36:54 +00:00
533 lines
15 KiB
C++
533 lines
15 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $NoKeywords: $
|
|
//=============================================================================
|
|
|
|
#include "DialogGameInfo.h"
|
|
#include "Info.h"
|
|
#include "IRunGameEngine.h"
|
|
#include "IGameList.h"
|
|
#include "TrackerProtocol.h"
|
|
#include "serverpage.h"
|
|
#include "ServerList.h"
|
|
#include "DialogServerPassword.h"
|
|
|
|
#include <VGUI_Controls.h>
|
|
#include <VGUI_ISystem.h>
|
|
#include <VGUI_ISurface.h>
|
|
#include <VGUI_IVGui.h>
|
|
#include <VGUI_KeyValues.h>
|
|
#include <VGUI_Label.h>
|
|
#include <VGUI_TextEntry.h>
|
|
#include <VGUI_Button.h>
|
|
#include <VGUI_ToggleButton.h>
|
|
#include <VGUI_RadioButton.h>
|
|
|
|
#include <stdio.h>
|
|
|
|
using namespace vgui;
|
|
|
|
static const long RETRY_TIME = 10000; // refresh server every 10 seconds
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Constructor
|
|
//-----------------------------------------------------------------------------
|
|
CDialogGameInfo::CDialogGameInfo(IGameList *gameList, unsigned int serverID, int serverIP, int serverPort) : Frame(NULL, "DialogGameInfo"), m_Servers(this)
|
|
{
|
|
MakePopup();
|
|
SetBounds(0, 0, 512, 384);
|
|
m_bConnecting = false;
|
|
m_bServerFull = false;
|
|
m_bShowAutoRetryToggle = false;
|
|
m_bServerNotResponding = false;
|
|
m_bShowingExtendedOptions = false;
|
|
|
|
m_szPassword[0] = 0;
|
|
|
|
m_iServerID = serverID;
|
|
|
|
m_pConnectButton = new Button(this, "Connect", "&Join Game");
|
|
m_pCloseButton = new Button(this, "Close", "&Close");
|
|
m_pRefreshButton = new Button(this, "Refresh", "&Refresh");
|
|
m_pInfoLabel = new Label(this, "InfoLabel", "");
|
|
m_pAutoRetry = new ToggleButton(this, "AutoRetry", "&Auto-Retry");
|
|
m_pAutoRetry->AddActionSignalTarget(this);
|
|
|
|
m_pAutoRetryAlert = new RadioButton(this, "AutoRetryAlert", "A&lert me when a player slot is available on server.");
|
|
m_pAutoRetryJoin = new RadioButton(this, "AutoRetryJoin", "J&oin the server as soon as a player slot is available.");
|
|
|
|
m_pAutoRetryAlert->SetSelected(true);
|
|
|
|
m_pConnectButton->SetCommand(new KeyValues("Connect"));
|
|
m_pCloseButton->SetCommand(new KeyValues("Close"));
|
|
m_pRefreshButton->SetCommand(new KeyValues("Refresh"));
|
|
|
|
m_iRequestRetry = 0;
|
|
|
|
SetSizeable(false);
|
|
|
|
if (gameList)
|
|
{
|
|
// we already have the game info, fill it in
|
|
serveritem_t &server = gameList->GetServer(serverID);
|
|
m_iServerID = m_Servers.AddNewServer(server);
|
|
}
|
|
else
|
|
{
|
|
// create a new server to watch
|
|
serveritem_t server;
|
|
memset(&server, 0, sizeof(server));
|
|
*((int *)server.ip) = serverIP;
|
|
server.port = serverPort;
|
|
m_iServerID = m_Servers.AddNewServer(server);
|
|
}
|
|
|
|
// refresh immediately
|
|
RequestInfo();
|
|
|
|
// let us be ticked every frame
|
|
ivgui()->AddTickSignal(this->GetVPanel());
|
|
|
|
LoadControlSettings("Admin\\DialogGameInfo.res");
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Destructor
|
|
//-----------------------------------------------------------------------------
|
|
CDialogGameInfo::~CDialogGameInfo()
|
|
{
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Activates the dialog
|
|
//-----------------------------------------------------------------------------
|
|
void CDialogGameInfo::Run(const char *titleName)
|
|
{
|
|
char buf[512];
|
|
if (titleName)
|
|
{
|
|
sprintf(buf, "Game Info - %s", titleName);
|
|
}
|
|
else
|
|
{
|
|
strcpy(buf, "Game Info");
|
|
}
|
|
SetTitle(buf, true);
|
|
|
|
// get the info from the user
|
|
RequestInfo();
|
|
|
|
RequestFocus();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Changes which server to watch
|
|
//-----------------------------------------------------------------------------
|
|
void CDialogGameInfo::ChangeGame(int serverIP, int serverPort)
|
|
{
|
|
// check to see if it's the same game
|
|
serveritem_t &server = m_Servers.GetServer(m_iServerID);
|
|
|
|
if (*(int *)server.ip == serverIP && server.port == serverPort)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// change the server
|
|
m_Servers.Clear();
|
|
|
|
// create a new server to watch
|
|
serveritem_t newServer;
|
|
memset(&newServer, 0, sizeof(newServer));
|
|
*((int *)newServer.ip) = serverIP;
|
|
newServer.port = serverPort;
|
|
m_iServerID = m_Servers.AddNewServer(newServer);
|
|
|
|
// start refresh immediately
|
|
RequestInfo();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Relayouts the data
|
|
//-----------------------------------------------------------------------------
|
|
void CDialogGameInfo::PerformLayout()
|
|
{
|
|
BaseClass::PerformLayout();
|
|
|
|
// get the server we're watching
|
|
serveritem_t &server = m_Servers.GetServer(m_iServerID);
|
|
|
|
SetControlText("ServerText", server.name);
|
|
SetControlText("GameText", server.gameDescription);
|
|
SetControlText("MapText", server.map);
|
|
|
|
char buf[128];
|
|
if (server.maxPlayers > 0)
|
|
{
|
|
sprintf(buf, "%d / %d", server.players, server.maxPlayers);
|
|
}
|
|
else
|
|
{
|
|
buf[0] = 0;
|
|
}
|
|
SetControlText("PlayersText", buf);
|
|
|
|
if (server.ip[0] && server.port)
|
|
{
|
|
char buf[64];
|
|
sprintf(buf, "%d.%d.%d.%d:%d", server.ip[0], server.ip[1], server.ip[2], server.ip[3], server.port);
|
|
SetControlText("ServerIPText", buf);
|
|
m_pConnectButton->SetEnabled(true);
|
|
}
|
|
else
|
|
{
|
|
SetControlText("ServerIPText", "");
|
|
m_pConnectButton->SetEnabled(false);
|
|
}
|
|
|
|
sprintf(buf, "%d", server.ping);
|
|
SetControlText("PingText", buf);
|
|
|
|
// set the info text
|
|
if (m_pAutoRetry->IsSelected())
|
|
{
|
|
if (server.players < server.maxPlayers)
|
|
{
|
|
m_pInfoLabel->SetText("Press 'Join Game' to connect to the server.");
|
|
}
|
|
else if (m_pAutoRetryJoin->IsSelected())
|
|
{
|
|
m_pInfoLabel->SetText("You will join the server as soon as a player slot is free.");
|
|
}
|
|
else
|
|
{
|
|
m_pInfoLabel->SetText("You will be alerted as soon player slot is free on the server.");
|
|
}
|
|
}
|
|
else if (m_bServerFull)
|
|
{
|
|
m_pInfoLabel->SetText("Could not connect - server is full.");
|
|
}
|
|
else if (m_bServerNotResponding)
|
|
{
|
|
char text[100];
|
|
_snprintf(text,100,"Server is not responding.%d.%d.%d.%d:%d", server.ip[0], server.ip[1], server.ip[2], server.ip[3], server.port);
|
|
|
|
m_pInfoLabel->SetText(text);
|
|
}
|
|
else
|
|
{
|
|
// clear the status
|
|
m_pInfoLabel->SetText("");
|
|
}
|
|
|
|
// auto-retry layout
|
|
m_pAutoRetry->SetVisible(m_bShowAutoRetryToggle);
|
|
|
|
if (m_pAutoRetry->IsSelected())
|
|
{
|
|
m_pAutoRetryAlert->SetVisible(true);
|
|
m_pAutoRetryJoin->SetVisible(true);
|
|
}
|
|
else
|
|
{
|
|
m_pAutoRetryAlert->SetVisible(false);
|
|
m_pAutoRetryJoin->SetVisible(false);
|
|
}
|
|
|
|
Repaint();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Sets up the current scheme colors
|
|
//-----------------------------------------------------------------------------
|
|
void CDialogGameInfo::ApplySchemeSettings(vgui::IScheme *pScheme)
|
|
{
|
|
BaseClass::ApplySchemeSettings(pScheme);
|
|
|
|
// force the label to get it's scheme settings
|
|
m_pInfoLabel->InvalidateLayout(true);
|
|
// override them
|
|
m_pInfoLabel->SetFgColor(GetSchemeColor("BrightControlText"));
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Forces the game info dialog to try and connect
|
|
//-----------------------------------------------------------------------------
|
|
void CDialogGameInfo::Connect()
|
|
{
|
|
OnConnect();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Connects the user to this game
|
|
//-----------------------------------------------------------------------------
|
|
void CDialogGameInfo::OnConnect()
|
|
{
|
|
// flag that we are attempting connection
|
|
m_bConnecting = true;
|
|
|
|
// reset state
|
|
m_bServerFull = false;
|
|
m_bServerNotResponding = false;
|
|
|
|
InvalidateLayout();
|
|
|
|
// need to refresh server before attempting to connect, to make sure there is enough room on the server
|
|
RequestInfo();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Handles Refresh button press, starts a re-ping of the server
|
|
//-----------------------------------------------------------------------------
|
|
void CDialogGameInfo::OnRefresh()
|
|
{
|
|
// re-ask the server for the game info
|
|
RequestInfo();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Deletes the dialog when it's closed
|
|
//-----------------------------------------------------------------------------
|
|
void CDialogGameInfo::OnClose()
|
|
{
|
|
BaseClass::OnClose();
|
|
MarkForDeletion();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Forces the whole dialog to redraw when the auto-retry button is toggled
|
|
//-----------------------------------------------------------------------------
|
|
void CDialogGameInfo::OnButtonToggled(Panel *panel)
|
|
{
|
|
if (panel == m_pAutoRetry)
|
|
{
|
|
ShowAutoRetryOptions(m_pAutoRetry->IsSelected());
|
|
}
|
|
|
|
InvalidateLayout();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Sets whether the extended auto-retry options are visible or not
|
|
// Input : state -
|
|
//-----------------------------------------------------------------------------
|
|
void CDialogGameInfo::ShowAutoRetryOptions(bool state)
|
|
{
|
|
// we need to extend the dialog
|
|
int growSize = 60;
|
|
if (!state)
|
|
{
|
|
growSize = -growSize;
|
|
}
|
|
|
|
// alter the dialog size accordingly
|
|
int wide, tall;
|
|
GetSize(wide, tall);
|
|
tall += growSize;
|
|
SetSize(wide, tall);
|
|
|
|
InvalidateLayout();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Sets the text of a control by name
|
|
//-----------------------------------------------------------------------------
|
|
void CDialogGameInfo::SetControlText(const char *textEntryName, const char *text)
|
|
{
|
|
TextEntry *entry = dynamic_cast<TextEntry *>(FindChildByName(textEntryName));
|
|
if (entry)
|
|
{
|
|
entry->SetText(text);
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Requests the right info from the server
|
|
//-----------------------------------------------------------------------------
|
|
void CDialogGameInfo::RequestInfo()
|
|
{
|
|
// reset the time at which we auto-refresh
|
|
m_iRequestRetry = system()->GetTimeMillis() + RETRY_TIME;
|
|
|
|
if (!m_Servers.IsRefreshing())
|
|
{
|
|
m_Servers.AddServerToRefreshList(m_iServerID);
|
|
m_Servers.StartRefresh();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called every frame, handles resending network messages
|
|
//-----------------------------------------------------------------------------
|
|
void CDialogGameInfo::OnTick()
|
|
{
|
|
// check to see if we should perform an auto-refresh
|
|
if (m_iRequestRetry && m_iRequestRetry < system()->GetTimeMillis())
|
|
{
|
|
// reask
|
|
RequestInfo();
|
|
}
|
|
|
|
m_Servers.RunFrame();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: called when the server has successfully responded
|
|
//-----------------------------------------------------------------------------
|
|
void CDialogGameInfo::ServerResponded(serveritem_t &server)
|
|
{
|
|
if (m_bConnecting)
|
|
{
|
|
ConnectToServer();
|
|
}
|
|
else if (m_pAutoRetry->IsSelected())
|
|
{
|
|
// auto-retry is enabled, see if we can join
|
|
if (server.players < server.maxPlayers)
|
|
{
|
|
// there is a slot free, we can join
|
|
|
|
// make the sound
|
|
surface()->PlaySound("Servers\\game_ready.wav");
|
|
|
|
// flash this window
|
|
FlashWindow();
|
|
|
|
// if it's set, connect right away
|
|
if (m_pAutoRetryJoin->IsSelected())
|
|
{
|
|
ConnectToServer();
|
|
}
|
|
}
|
|
}
|
|
|
|
m_bServerNotResponding = false;
|
|
|
|
InvalidateLayout();
|
|
Repaint();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: called when a server response has timed out
|
|
//-----------------------------------------------------------------------------
|
|
void CDialogGameInfo::ServerFailedToRespond(serveritem_t &server)
|
|
{
|
|
// the server didn't respond, mark that in the UI
|
|
// only mark if we haven't ever received a response
|
|
if (!server.hadSuccessfulResponse)
|
|
{
|
|
m_bServerNotResponding = true;
|
|
}
|
|
|
|
InvalidateLayout();
|
|
Repaint();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Connects to the server
|
|
//-----------------------------------------------------------------------------
|
|
void CDialogGameInfo::ConnectToServer()
|
|
{
|
|
m_bConnecting = false;
|
|
serveritem_t &server = m_Servers.GetServer(m_iServerID);
|
|
|
|
// check to see if we need a password
|
|
if (server.password && !m_szPassword[0])
|
|
{
|
|
CDialogServerPassword *box = new CDialogServerPassword();
|
|
box->AddActionSignalTarget(this);
|
|
box->Activate(server.name, server.serverID);
|
|
return;
|
|
}
|
|
|
|
// check the player count
|
|
if (server.players >= server.maxPlayers)
|
|
{
|
|
// mark why we cannot connect
|
|
m_bServerFull = true;
|
|
// give them access to auto-retry options
|
|
m_bShowAutoRetryToggle = true;
|
|
InvalidateLayout();
|
|
return;
|
|
}
|
|
|
|
// tell the engine to connect
|
|
char buf[64];
|
|
sprintf(buf, "%d.%d.%d.%d:%d", server.ip[0], server.ip[1], server.ip[2], server.ip[3], server.port);
|
|
|
|
const char *gameDir = server.gameDir;
|
|
if (g_pRunGameEngine->IsRunning())
|
|
{
|
|
char command[256];
|
|
|
|
// set the server password, if any
|
|
if (m_szPassword[0])
|
|
{
|
|
sprintf(command, "password \"%s\"\n", m_szPassword);
|
|
g_pRunGameEngine->AddTextCommand(command);
|
|
}
|
|
|
|
// send engine command to change servers
|
|
sprintf(command, "connect %s\n", buf);
|
|
g_pRunGameEngine->AddTextCommand(command);
|
|
}
|
|
else
|
|
{
|
|
char command[256];
|
|
// sprintf(command, " -game %s +connect %s", gameDir, buf);
|
|
sprintf(command, " +connect %s", buf);
|
|
if (m_szPassword[0])
|
|
{
|
|
strcat(command, " +password \"");
|
|
strcat(command, m_szPassword);
|
|
strcat(command, "\"");\
|
|
}
|
|
|
|
g_pRunGameEngine->RunEngine(gameDir, command);
|
|
}
|
|
|
|
// close this dialog
|
|
PostMessage(this, new KeyValues("Close"));
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: called when the current refresh list is complete
|
|
//-----------------------------------------------------------------------------
|
|
void CDialogGameInfo::RefreshComplete()
|
|
{
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: handles response from the get password dialog
|
|
//-----------------------------------------------------------------------------
|
|
void CDialogGameInfo::OnJoinServerWithPassword(const char *password)
|
|
{
|
|
// copy out the password
|
|
v_strncpy(m_szPassword, password, sizeof(m_szPassword));
|
|
|
|
// retry connecting to the server again
|
|
OnConnect();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Message map
|
|
//-----------------------------------------------------------------------------
|
|
MessageMapItem_t CDialogGameInfo::m_MessageMap[] =
|
|
{
|
|
MAP_MESSAGE( CDialogGameInfo, "Refresh", OnRefresh ),
|
|
MAP_MESSAGE( CDialogGameInfo, "Connect", OnConnect ),
|
|
|
|
MAP_MESSAGE_PTR( CDialogGameInfo, "ButtonToggled", OnButtonToggled, "panel" ),
|
|
MAP_MESSAGE_PTR( CDialogGameInfo, "RadioButtonChecked", OnButtonToggled, "panel" ),
|
|
|
|
MAP_MESSAGE_CONSTCHARPTR( CDialogGameInfo, "JoinServerWithPassword", OnJoinServerWithPassword, "password" ),
|
|
};
|
|
|
|
IMPLEMENT_PANELMAP( CDialogGameInfo, Frame );
|