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722 lines
18 KiB
C++
722 lines
18 KiB
C++
//======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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#include "eiface.h"
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#include "server.h"
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#include "utlmap.h"
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extern ConVar sv_tags;
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extern ConVar sv_lan;
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#define S2A_EXTRA_DATA_HAS_GAMETAG_DATA 0x01 // Next bytes are the game tag string
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#define RETRY_INFO_REQUEST_TIME 0.4 // seconds
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#define MASTER_RESPONSE_TIMEOUT 1.5 // seconds
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#define INFO_REQUEST_TIMEOUT 5.0 // seconds
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static char g_MasterServers[][64] =
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{
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"185.192.97.130:27010",
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"168.138.92.21:27016"
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};
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#ifdef DEDICATED
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#define IsLan() false
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#else
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#define IsLan() sv_lan.GetInt()
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#endif
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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 PingServer( netadr_t &svadr );
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void ProcessConnectionlessPacket( netpacket_t *packet );
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void AddMaster_f( const CCommand &args );
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void Heartbeat_f( void );
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void RunFrame();
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void RetryServersInfoRequest();
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void ReplyInfo( const netadr_t &adr, uint sequence );
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newgameserver_t &ProcessInfo( bf_read &buf );
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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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void RequestServerInfo( const netadr_t &adr );
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void StopRefresh();
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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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bool m_bRefreshing;
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int m_iServersResponded;
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double m_flStartRequestTime;
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double m_flRetryRequestTime;
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double m_flMasterRequestTime;
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uint m_iInfoSequence;
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char m_szGameDir[256];
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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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CUtlMap<netadr_t, bool> m_serverAddresses;
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CUtlMap<uint, double> m_serversRequestTime;
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IServerListResponse *m_serverListResponse;
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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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EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CMaster, IServersInfo, SERVERLIST_INTERFACE_VERSION, 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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m_iServersResponded = 0;
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m_serverListResponse = NULL;
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SetDefLessFunc( m_serverAddresses );
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SetDefLessFunc( m_serversRequestTime );
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m_bRefreshing = false;
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m_iInfoSequence = 1;
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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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if( !m_bRefreshing )
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return;
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if( m_serverListResponse &&
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m_flStartRequestTime < Plat_FloatTime()-INFO_REQUEST_TIMEOUT )
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{
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StopRefresh();
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m_serverListResponse->RefreshComplete( NServerResponse::nServerFailedToRespond );
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return;
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}
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if( m_iServersResponded > 0 &&
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m_iServersResponded >= m_serverAddresses.Count() &&
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m_flMasterRequestTime < Plat_FloatTime() - MASTER_RESPONSE_TIMEOUT )
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{
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StopRefresh();
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m_serverListResponse->RefreshComplete( NServerResponse::nServerResponded );
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return;
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}
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if( m_flRetryRequestTime < Plat_FloatTime() - RETRY_INFO_REQUEST_TIME )
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{
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m_flRetryRequestTime = Plat_FloatTime();
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if( m_serverAddresses.Count() == 0 ) // Retry masterserver request
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{
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g_pServersInfo->RequestInternetServerList(m_szGameDir, NULL);
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return;
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}
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if( m_iServersResponded < m_serverAddresses.Count() )
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RetryServersInfoRequest();
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}
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}
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void CMaster::StopRefresh()
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{
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if( !m_bRefreshing )
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return;
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m_iServersResponded = 0;
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m_bRefreshing = false;
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m_serverAddresses.RemoveAll();
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m_serversRequestTime.RemoveAll();
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}
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void CMaster::ReplyInfo( const netadr_t &adr, uint sequence )
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{
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static char gamedir[MAX_OSPATH];
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Q_FileBase( com_gamedir, gamedir, sizeof( gamedir ) );
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CUtlBuffer buf;
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buf.EnsureCapacity( 2048 );
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buf.PutUnsignedInt( LittleDWord( CONNECTIONLESS_HEADER ) );
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buf.PutUnsignedChar( S2C_INFOREPLY );
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buf.PutUnsignedInt(sequence);
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buf.PutUnsignedChar( PROTOCOL_VERSION ); // Hardcoded protocol version number
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buf.PutString( sv.GetName() );
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buf.PutString( sv.GetMapName() );
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buf.PutString( gamedir );
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buf.PutString( serverGameDLL->GetGameDescription() );
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// player info
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buf.PutUnsignedChar( sv.GetNumClients() );
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buf.PutUnsignedChar( sv.GetMaxClients() );
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buf.PutUnsignedChar( sv.GetNumFakeClients() );
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// Password?
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buf.PutUnsignedChar( sv.GetPassword() != NULL ? 1 : 0 );
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// Write a byte with some flags that describe what is to follow.
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const char *pchTags = sv_tags.GetString();
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int nFlags = 0;
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if ( pchTags && pchTags[0] != '\0' )
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nFlags |= S2A_EXTRA_DATA_HAS_GAMETAG_DATA;
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buf.PutUnsignedInt( nFlags );
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if ( nFlags & S2A_EXTRA_DATA_HAS_GAMETAG_DATA )
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buf.PutString( pchTags );
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NET_SendPacket( NULL, NS_SERVER, adr, (unsigned char *)buf.Base(), buf.TellPut() );
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}
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newgameserver_t &CMaster::ProcessInfo(bf_read &buf)
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{
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static newgameserver_t s;
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memset( &s, 0, sizeof(s) );
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s.m_nProtocolVersion = buf.ReadByte();
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buf.ReadString( s.m_szServerName, sizeof(s.m_szServerName) );
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buf.ReadString( s.m_szMap, sizeof(s.m_szMap) );
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buf.ReadString( s.m_szGameDir, sizeof(s.m_szGameDir) );
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buf.ReadString( s.m_szGameDescription, sizeof(s.m_szGameDescription) );
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// player info
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s.m_nPlayers = buf.ReadByte();
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s.m_nMaxPlayers = buf.ReadByte();
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s.m_nBotPlayers = buf.ReadByte();
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// Password?
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s.m_bPassword = buf.ReadByte();
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s.m_iFlags = buf.ReadLong();
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if( s.m_iFlags & S2A_EXTRA_DATA_HAS_GAMETAG_DATA )
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{
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buf.ReadString( s.m_szGameTags, sizeof(s.m_szGameTags) );
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}
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return s;
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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_bRefreshing )
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break;
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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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unsigned short index = m_serverAddresses.Find(adr);
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if( index != m_serverAddresses.InvalidIndex() )
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{
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ip = msg.ReadLong();
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port = msg.ReadShort();
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continue;
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}
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m_serverAddresses.Insert(adr, false);
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RequestServerInfo(adr);
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ip = msg.ReadLong();
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port = msg.ReadShort();
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}
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break;
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}
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case C2S_INFOREQUEST:
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{
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ReplyInfo(packet->from, msg.ReadLong());
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break;
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}
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case S2C_INFOREPLY:
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{
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if( !m_bRefreshing )
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break;
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uint sequence = msg.ReadLong();
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newgameserver_t &s = ProcessInfo( msg );
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unsigned short index = m_serverAddresses.Find(packet->from);
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unsigned short rindex = m_serversRequestTime.Find(sequence);
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if( index == m_serverAddresses.InvalidIndex() ||
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rindex == m_serversRequestTime.InvalidIndex() )
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break;
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double requestTime = m_serversRequestTime[rindex];
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if( m_serverAddresses[index] ) // shit happens
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return;
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m_serverAddresses[index] = true;
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s.m_nPing = (Plat_FloatTime()-requestTime)*1000.0;
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s.m_NetAdr = packet->from;
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m_serverListResponse->ServerResponded( s );
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m_iServersResponded++;
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break;
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}
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}
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}
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void CMaster::RequestServerInfo( const netadr_t &adr )
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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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msg.WriteLong( CONNECTIONLESS_HEADER );
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msg.WriteByte( C2S_INFOREQUEST );
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msg.WriteLong( m_iInfoSequence );
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m_serversRequestTime.Insert(m_iInfoSequence, Plat_FloatTime());
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m_iInfoSequence++;
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NET_SendPacket( NULL, NS_CLIENT, adr, msg.GetData(), msg.GetNumBytesWritten() );
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}
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void CMaster::RetryServersInfoRequest()
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{
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FOR_EACH_MAP_FAST( m_serverAddresses, i )
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{
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bool bResponded = m_serverAddresses.Element(i);
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if( bResponded )
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continue;
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const netadr_t adr = m_serverAddresses.Key(i);
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RequestServerInfo( adr );
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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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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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IsLan() || // 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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IsLan() || // 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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{
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if ( n->adr.CompareAdr( *adr ) )
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break;
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n = n->next;
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}
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// Found it in the list.
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if ( n )
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return;
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n = ( adrlist_t * ) malloc ( sizeof( adrlist_t ) );
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if ( !n )
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Sys_Error( "Error allocating %zd bytes for master address.", sizeof( adrlist_t ) );
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memset( n, 0, sizeof( adrlist_t ) );
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n->adr = *adr;
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// Queue up a full heartbeat to all master servers.
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n->last_heartbeat = -99999.0;
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// Link it in.
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n->next = m_pMasterAddresses;
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m_pMasterAddresses = n;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Add built-in default master if woncomm.lst doesn't parse
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//-----------------------------------------------------------------------------
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void CMaster::UseDefault ( void )
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{
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netadr_t adr;
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for( int i = 0; i < ARRAYSIZE(g_MasterServers);i++ )
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{
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// Convert to netadr_t
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if ( NET_StringToAdr ( g_MasterServers[i], &adr ) )
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{
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// Add to master list
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AddServer( &adr );
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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 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::AddMaster_f ( const CCommand &args )
|
|
{
|
|
CUtlString cmd( ( args.ArgC() > 1 ) ? args[ 1 ] : "" );
|
|
|
|
netadr_t adr;
|
|
|
|
if( !NET_StringToAdr(cmd.String(), &adr) )
|
|
{
|
|
Warning("Invalid address\n");
|
|
return;
|
|
}
|
|
|
|
this->AddServer(&adr);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// 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 AddMaster_f( const CCommand &args )
|
|
{
|
|
master->AddMaster_f( args );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void Heartbeat1_f( void )
|
|
{
|
|
master->Heartbeat_f();
|
|
}
|
|
|
|
static ConCommand setmaster("addmaster", AddMaster_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;
|
|
strncpy( m_szGameDir, gamedir, sizeof(m_szGameDir) );
|
|
|
|
if( response )
|
|
{
|
|
StopRefresh();
|
|
m_bRefreshing = true;
|
|
m_serverListResponse = response;
|
|
m_flRetryRequestTime = m_flStartRequestTime = m_flMasterRequestTime = Plat_FloatTime();
|
|
}
|
|
|
|
ALIGN4 char buf[256] ALIGN4_POST;
|
|
bf_write msg(buf, sizeof(buf));
|
|
|
|
msg.WriteByte( C2M_CLIENTQUERY );
|
|
msg.WriteString(gamedir);
|
|
|
|
adrlist_t *p;
|
|
|
|
p = m_pMasterAddresses;
|
|
while ( p )
|
|
{
|
|
NET_SendPacket(NULL, NS_CLIENT, p->adr, msg.GetData(), msg.GetNumBytesWritten() );
|
|
p = p->next;
|
|
}
|
|
}
|
|
|
|
void CMaster::RequestLANServerList(const char *gamedir, IServerListResponse *response)
|
|
{
|
|
|
|
}
|
|
|
|
void CMaster::AddServerAddresses( netadr_t **adr, int count )
|
|
{
|
|
|
|
}
|