mirror of
https://github.com/nillerusr/source-engine.git
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816 lines
24 KiB
C++
816 lines
24 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 "FavoriteGames.h"
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#include "proto_oob.h"
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#include "ServerContextMenu.h"
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#include "ServerListCompare.h"
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#include "Socket.h"
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#include "util.h"
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#include "serverpage.h"
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#include "DialogAddServer.h"
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#include "FavoriteGames.h"
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#include "filesystem.h"
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#include "tier1/utlbuffer.h"
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#include <VGUI_Controls.h>
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#include <VGUI_KeyValues.h>
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#include <VGUI_ListPanel.h>
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#include <VGUI_IScheme.h>
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#include <VGUI_IVGui.h>
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#include <VGUI_ImagePanel.h>
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#include <VGUI_ISystem.h>
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#include <VGUI_MessageBox.h>
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#include <VGUI_Button.h>
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using namespace vgui;
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const int TIMEOUT = 99999;
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CFavoriteGames::CFavoriteGames(vgui::Panel *parent) : CBaseGamesPage(parent, "FavoriteGames")
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{
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m_iServerRefreshCount = 0;
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m_pImportFavoritesdlg = NULL;
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m_bSaveRcon=false;
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StartRefresh();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Destructor
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//-----------------------------------------------------------------------------
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CFavoriteGames::~CFavoriteGames()
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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 CFavoriteGames::LoadFavoritesList(KeyValues *favoritesData,bool loadrcon)
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{
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// load in favorites
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for (KeyValues *dat = favoritesData->GetFirstSubKey(); dat != NULL; dat = dat->GetNextKey())
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{
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serveritem_t server;
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memset(&server, 0, sizeof(server));
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const char *addr = dat->GetString("address");
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int ip1, ip2, ip3, ip4, port;
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sscanf(addr, "%d.%d.%d.%d:%d", &ip1, &ip2, &ip3, &ip4, &port);
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server.ip[0] = ip1;
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server.ip[1] = ip2;
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server.ip[2] = ip3;
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server.ip[3] = ip4;
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server.port = port;
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server.players = 0;
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v_strncpy(server.name, dat->GetString("name"), sizeof(server.name));
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v_strncpy(server.map, dat->GetString("map"), sizeof(server.map));
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v_strncpy(server.gameDir, dat->GetString("gamedir"), sizeof(server.gameDir));
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server.players = dat->GetInt("players");
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server.maxPlayers = dat->GetInt("maxplayers");
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if(loadrcon)
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{
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v_strncpy(server.rconPassword,dat->GetString("rconpassword"),sizeof(server.rconPassword));
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}
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// add to main list
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AddNewServer(server);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: updates the Rconpassword for a server, and perhaps more later :)
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//-----------------------------------------------------------------------------
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void CFavoriteGames::UpdateServer(serveritem_t &serverIn)
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{
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for (int i = 0; i < m_Servers.ServerCount(); i++)
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{
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serveritem_t &serverOut = m_Servers.GetServer(i);
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if( !memcmp(serverOut.ip,serverIn.ip,sizeof(serverIn.ip)) &&
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serverOut.port==serverIn.port)
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{
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// we have a match!
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v_strncpy(serverOut.rconPassword,serverIn.rconPassword,sizeof(serverOut.rconPassword));
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: saves the current list of servers to the favorites section of the data file
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//-----------------------------------------------------------------------------
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void CFavoriteGames::SaveFavoritesList(KeyValues *favoritesData,bool savercon)
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{
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favoritesData->Clear();
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// loop through all the servers writing them into the doc
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for (int i = 0; i < m_Servers.ServerCount(); i++)
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{
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serveritem_t &server = m_Servers.GetServer(i);
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// always save away all the entries, even if they didn't respond this time
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//if (server.doNotRefresh)
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// continue;
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KeyValues *dat = favoritesData->CreateNewKey();
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dat->SetString("name", server.name);
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dat->SetString("gamedir", server.gameDir);
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dat->SetInt("players", server.players);
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dat->SetInt("maxplayers", server.maxPlayers);
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dat->SetString("map", server.map);
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if(savercon)
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{
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dat->SetString("rconpassword",server.rconPassword);
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}
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char buf[64];
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sprintf(buf, "%d.%d.%d.%d:%d", server.ip[0], server.ip[1], server.ip[2], server.ip[3], server.port);
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dat->SetString("address", buf);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: returns true if the game list supports the specified ui elements
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// Input : item -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CFavoriteGames::SupportsItem(InterfaceItem_e item)
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{
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switch (item)
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{
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case GETNEWLIST:
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case FILTERS:
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default:
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return false;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: starts the servers refreshing
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//-----------------------------------------------------------------------------
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void CFavoriteGames::StartRefresh()
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{
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// stop current refresh
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m_Servers.StopRefresh();
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// build the refresh list from the server list
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for (int i = 0; i < m_Servers.ServerCount(); i++)
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{
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// When managing servers it doesn't matter if they don't respond
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//if (m_Servers.GetServer(i).doNotRefresh)
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// continue;
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m_Servers.AddServerToRefreshList(i);
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}
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m_Servers.StartRefresh();
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SetRefreshing(IsRefreshing());
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}
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//-----------------------------------------------------------------------------
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// Purpose: gets a new server list
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//-----------------------------------------------------------------------------
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void CFavoriteGames::GetNewServerList()
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: stops current refresh/GetNewServerList()
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//-----------------------------------------------------------------------------
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void CFavoriteGames::StopRefresh()
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{
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// stop the server list refreshing
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m_Servers.StopRefresh();
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// clear update states
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m_iServerRefreshCount = 0;
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// update UI
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RefreshComplete();
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}
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//-----------------------------------------------------------------------------
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// Purpose: returns true if the list is currently refreshing servers
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CFavoriteGames::IsRefreshing()
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{
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return m_Servers.IsRefreshing();
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}
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//-----------------------------------------------------------------------------
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// Purpose: adds a new server to list
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// Input : &server -
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//-----------------------------------------------------------------------------
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void CFavoriteGames::AddNewServer(serveritem_t &newServer)
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{
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// copy server into main server list
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unsigned int index = m_Servers.AddNewServer(newServer);
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// reget the server
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serveritem_t &server = m_Servers.GetServer(index);
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server.hadSuccessfulResponse = true;
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server.doNotRefresh = false;
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server.listEntry = NULL;
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server.serverID = index;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Continues the refresh
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// Input : moreAvailable -
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// lastUnique -
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//-----------------------------------------------------------------------------
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void CFavoriteGames::ListReceived(bool moreAvailable, int lastUnique)
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{
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m_Servers.StartRefresh();
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}
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//-----------------------------------------------------------------------------
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// Purpose: called when Connect button is pressed
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//-----------------------------------------------------------------------------
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void CFavoriteGames::OnBeginConnect()
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{
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if (!m_pGameList->GetNumSelectedRows())
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return;
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// get the server
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int serverIndex = m_pGameList->GetDataItem(m_pGameList->GetSelectedRow(0))->userData;
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// stop the current refresh
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StopRefresh();
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// join the game
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CServerPage::GetInstance()->JoinGame(this, serverIndex);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Displays the current game info without connecting
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//-----------------------------------------------------------------------------
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void CFavoriteGames::OnViewGameInfo()
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{
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if (!m_pGameList->GetNumSelectedRows())
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return;
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// get the server
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int serverIndex = m_pGameList->GetDataItem(m_pGameList->GetSelectedRow(0))->userData;
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// stop the current refresh
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StopRefresh();
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// join the game
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CServerPage::GetInstance()->OpenGameInfoDialog(this, serverIndex);
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}
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//-----------------------------------------------------------------------------
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// Purpose: reapplies filters (does nothing with this)
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//-----------------------------------------------------------------------------
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void CFavoriteGames::ApplyFilters()
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: called when the server has successfully responded
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// Input : &server -
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//-----------------------------------------------------------------------------
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void CFavoriteGames::ServerResponded(serveritem_t &server)
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{
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// update UI
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KeyValues *kv;
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if (server.listEntry)
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{
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// we're updating an existing entry
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kv = server.listEntry->kv;
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server.listEntry->userData = server.serverID;
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}
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else
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{
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// new entry
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kv = new KeyValues("Server");
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}
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if (server.name[0] && server.maxPlayers)
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{
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kv->SetString("name", server.name);
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kv->SetString("map", server.map);
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kv->SetString("GameDir", server.gameDir);
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kv->SetString("GameDesc", server.gameDescription);
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kv->SetPtr("password", server.password ? m_pPasswordIcon : NULL);
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char buf[256];
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sprintf(buf, "%d / %d", server.players, server.maxPlayers);
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kv->SetString("Players", buf);
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}
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if(server.ping==TIMEOUT)
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{
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kv->SetString("Ping", "timeout");
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}
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else
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{
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kv->SetInt("Ping", server.ping);
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}
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if (!server.listEntry)
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{
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// new server, add to list
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int index = m_pGameList->AddItem(kv, server.serverID);
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server.listEntry = m_pGameList->GetDataItem(index);
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}
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else
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{
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m_pGameList->ApplyItemChanges(server.listEntry->row);
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}
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m_iServerRefreshCount++;
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if (m_pGameList->GetItemCount() > 1)
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{
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char buf[64];
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sprintf(buf, " Servers (%d)", m_pGameList->GetItemCount());
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m_pGameList->SetColumnHeaderText(1, buf);
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}
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else
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{
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m_pGameList->SetColumnHeaderText(1, " Servers");
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}
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m_pGameList->Repaint();
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}
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//-----------------------------------------------------------------------------
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// Purpose: called when a server response has timed out, treated just like a normal server
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//-----------------------------------------------------------------------------
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void CFavoriteGames::ServerFailedToRespond(serveritem_t &server)
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{
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server.ping=TIMEOUT;
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ServerResponded(server);
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}
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//-----------------------------------------------------------------------------
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// Purpose: called when the current refresh list is complete
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//-----------------------------------------------------------------------------
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void CFavoriteGames::RefreshComplete()
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{
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SetRefreshing(false);
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m_pGameList->SortList();
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m_iServerRefreshCount = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose: opens context menu (user right clicked on a server)
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//-----------------------------------------------------------------------------
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void CFavoriteGames::OnOpenContextMenu(int row)
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{
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CServerContextMenu *menu = CServerPage::GetInstance()->GetContextMenu();
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if (m_pGameList->GetNumSelectedRows())
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{
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// get the server
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unsigned int serverID = m_pGameList->GetDataItem(m_pGameList->GetSelectedRow(0))->userData;
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serveritem_t &server = m_Servers.GetServer(serverID);
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// activate context menu
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menu->ShowMenu(this, serverID, true, true, false,true);
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menu->AddMenuItem("RemoveServer", "R&emove server from favorites", new KeyValues("RemoveFromFavorites"), this);
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}
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else
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{
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// no selected rows, so don't display default stuff in menu
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menu->ShowMenu(this, -1, false, false, false,false);
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}
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menu->AddMenuItem("AddServerByName", "&Add server by IP address", new KeyValues("AddServerByName"), this);
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}
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//-----------------------------------------------------------------------------
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// Purpose: refreshes a single server
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//-----------------------------------------------------------------------------
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void CFavoriteGames::OnRefreshServer(int serverID)
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{
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// walk the list of selected servers refreshing them
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for (int i = 0; i < m_pGameList->GetNumSelectedRows(); i++)
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{
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int row = m_pGameList->GetSelectedRow(i);
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ListPanel::DATAITEM *data = m_pGameList->GetDataItem(row);
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if (data)
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{
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serverID = data->userData;
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// refresh this server
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m_Servers.AddServerToRefreshList(serverID);
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}
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}
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m_Servers.StartRefresh();
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SetRefreshing(IsRefreshing());
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}
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//-----------------------------------------------------------------------------
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// Purpose: adds a server to the favorites
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// Input : serverID -
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//-----------------------------------------------------------------------------
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void CFavoriteGames::OnRemoveFromFavorites()
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{
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// iterate the selection
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while (m_pGameList->GetNumSelectedRows() > 0)
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{
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int row = m_pGameList->GetSelectedRow(0);
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int serverID = m_pGameList->GetDataItem(row)->userData;
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if (serverID >= m_Servers.ServerCount())
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continue;
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serveritem_t &server = m_Servers.GetServer(serverID);
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// remove from favorites list
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if (server.listEntry)
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{
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// find the row in the list and kill
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m_pGameList->RemoveItem(server.listEntry->row);
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server.listEntry = NULL;
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}
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server.doNotRefresh = true;
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}
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InvalidateLayout();
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Repaint();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Adds a server by IP address
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//-----------------------------------------------------------------------------
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void CFavoriteGames::OnAddServerByName()
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{
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// open the add server dialog
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CDialogAddServer *dlg = new CDialogAddServer(this);
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dlg->Open();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Load a file into a CUtlBuffer class
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//-----------------------------------------------------------------------------
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int LoadFileIntoBuffer(CUtlBuffer &buf, char *pszFilename)
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{
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// Open the file
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FileHandle_t fh = g_pFullFileSystem->Open( pszFilename, "rb" );
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if (fh == 0)
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{
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MessageBox *dlg = new MessageBox ("Unable to open datafile.", false);
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dlg->DoModal();
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return 0; //file didn't load
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}
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int nFileSize = g_pFullFileSystem->Size(fh);
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// Read the file in one gulp
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buf.EnsureCapacity( nFileSize );
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int result = g_pFullFileSystem->Read( buf.Base(), nFileSize, fh );
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g_pFullFileSystem->Close( fh );
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return nFileSize;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Import Favorite Servers from previous installations of
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// Halflife
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//-----------------------------------------------------------------------------
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void CFavoriteGames::ImportFavorites()
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{
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// disabled for now due to filesystem not accepting non-relative paths
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return;
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char name[512];
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// check if halflife is installed
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if (vgui::system()->GetRegistryString("HKEY_LOCAL_MACHINE\\Software\\Valve\\Half-life\\InstallPath", name, sizeof(name)))
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{
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// attach name of favorites file
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strcat(name, "\\favsvrs.dat");
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}
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// check if counterstrike is installed
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else if (vgui::system()->GetRegistryString("HKEY_LOCAL_MACHINE\\Software\\Sierra OnLine\\Setup\\CSTRIKE\\Directory", name, sizeof(name)))
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{
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// attach name of favorites file
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strcat(name, "\\favsvrs.dat");
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}
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else // no hl installation, no fav servers?
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{
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return;
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}
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// see if the favorite server list file exists.
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FileHandle_t fh = g_pFullFileSystem->Open(name, "rb");
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if ( !fh )
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{
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return;
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}
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g_pFullFileSystem->Close(fh);
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// it exists! yay lets transfer the servers over into the server browser
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// pop up a message about what we are doing
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m_pImportFavoritesdlg = new MessageBox ("Updating Favorites", "Transferring your Favorites. This may take a minute...", this);
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m_pImportFavoritesdlg->SetCommand("OnImportFavoritesFile");
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m_pImportFavoritesdlg->AddActionSignalTarget(this);
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// hide the ok button since they dont have to do anything
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m_pImportFavoritesdlg->SetOkButtonVisible(false);
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// don't let them close this window
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m_pImportFavoritesdlg->DisableCloseButton(false);
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// dont let them put this window on the menubar
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m_pImportFavoritesdlg->SetMenuButtonVisible(false);
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// Pop up the box
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m_pImportFavoritesdlg->DoModal();
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// execute the message box's command
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KeyValues *command = new KeyValues("Command");
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command->SetString("Command", "OnImportFavoritesFile");
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// post the message with a delay so that the box will display before the command is executed
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PostMessage(this, command, (float).1);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Parse posted messages
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//
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//-----------------------------------------------------------------------------
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void CFavoriteGames::OnCommand(const char *command)
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{
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if (!strcmp(command, "OnImportFavoritesFile"))
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{
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OnImportFavoritesFile();
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}
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else
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{
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BaseClass::OnCommand(command);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Import Favorite Servers from previous installations of
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// Halflife
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//-----------------------------------------------------------------------------
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void CFavoriteGames::OnImportFavoritesFile()
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{
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char name[512];
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// check if they have halflife
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if (vgui::system()->GetRegistryString("HKEY_LOCAL_MACHINE\\Software\\Valve\\Half-life\\InstallPath", name, sizeof(name)))
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{
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// add filename
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strcat(name, "\\favsvrs.dat");
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}
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// check if they have counterstrike
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else if (vgui::system()->GetRegistryString("HKEY_LOCAL_MACHINE\\Software\\Sierra OnLine\\Setup\\CSTRIKE\\Directory", name, sizeof(name)))
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{
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// add filename
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strcat(name, "\\favsvrs.dat");
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}
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else // no hl installation, no fav servers? // should never hit this!
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{
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return;
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}
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// load the file in one gulp
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CUtlBuffer buf ( 0, 1024, true);
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int fileSize = LoadFileIntoBuffer(buf, name);
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if ( fileSize == 0)
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{
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MessageBox *dlg = new MessageBox ("Unable to load favorites", "Error loading file.", this);
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dlg->DoModal();
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return; //file didn't load
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}
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// scan for the favorite servers
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char data[255];
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buf.GetString(data);
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while (buf.TellGet() < fileSize)
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{
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// store the start of the server description so we can go back
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// if its a favorite
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int serverStart;
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if ( strstr (data, "server") != NULL)
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{
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buf.GetString(data); // get the '{'
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serverStart = buf.TellGet();
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}
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// check if server is a favorite
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if ( strstr (data, "favorite") != NULL)
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{
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buf.GetString(data);
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if ( strstr(data, "1") )// server is a favorite
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{
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// go back to the start and load the details
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buf.SeekGet( CUtlBuffer::SEEK_HEAD, serverStart);
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// try and add this server
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if (!LoadAFavoriteServer (buf))
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{
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// file may be corrupt, had trouble parsing it
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break;
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};
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}
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}
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buf.EatWhiteSpace();
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buf.GetString(data);
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}
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// we are done. Hide the message box.
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m_pImportFavoritesdlg->SetVisible(false);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Check to make sure we are reading what is expected
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//
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//-----------------------------------------------------------------------------
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bool CFavoriteGames::CheckForCorruption(char *data, const char *checkString)
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{
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if (strcmp(data, checkString) != 0)
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{
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MessageBox *dlg = new MessageBox ("Unable to load favorites", "Error loading. File may be corrupt.");
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dlg->DoModal();
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return true;
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Parse throught the details of a server and populate a serveritem_t structure
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// Add it to the favorites list at the end.
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//-----------------------------------------------------------------------------
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bool CFavoriteGames::LoadAFavoriteServer (CUtlBuffer &buf)
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{
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serveritem_t fav;
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char data[255];
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buf.GetString(data);
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if (CheckForCorruption(data, "\"address\""))
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return false;;
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buf.GetString(data);
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int temp[4];
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sscanf (data, "\"%d.%d.%d.%d\"\n", &temp[0], &temp[1], &temp[2], &temp[3]);
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fav.ip[0] = temp[0];
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fav.ip[1] = temp[1];
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fav.ip[2] = temp[2];
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fav.ip[3] = temp[3];
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buf.EatWhiteSpace();
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buf.Scanf ("\"port\" \"%d\"", &fav.port );
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if (fav.port < 0)
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fav.port += 65536;
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buf.EatWhiteSpace();
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buf.Scanf ("\"name\" \"%s\"", fav.name );
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fav.name[strlen(fav.name)-1]='\0'; // remove trailing quote
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buf.EatWhiteSpace();
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buf.Scanf ("\"map\" \"%s\"", fav.map );
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fav.map[strlen(fav.map)-1]='\0'; // remove trailing quote
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buf.EatWhiteSpace();
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buf.Scanf ("\"game\" \"%s\"", fav.gameDescription );
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fav.gameDescription[strlen(fav.gameDescription)-1]='\0'; // remove trailing quote
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buf.EatWhiteSpace();
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buf.Scanf ("\"dir\" \"%s\"", fav.gameDir );
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fav.gameDir[strlen(fav.gameDir)-1
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]='\0'; // remove trailing quote
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buf.GetString(data);
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if (CheckForCorruption(data, "\"url\""))
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return false;;
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buf.GetString(data);
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buf.GetString(data);
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if (CheckForCorruption(data, "\"dl\""))
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return false;;
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buf.GetString(data);
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buf.EatWhiteSpace();
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buf.Scanf ("\"maxplayers\" \"%d\"", &fav.maxPlayers );
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buf.EatWhiteSpace();
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buf.Scanf ("\"currentplayers\" \"%d\"", &fav.players );
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buf.GetString(data);
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if (CheckForCorruption(data, "\"protocol\""))
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return false;;
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buf.GetString(data);
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buf.GetString(data);
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if (CheckForCorruption(data, "\"favorite\""))
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return false;;
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buf.GetString(data);
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buf.GetString(data);
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if (CheckForCorruption(data, "\"ipx\""))
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return false;;
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buf.GetString(data);
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buf.GetString(data);
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if (CheckForCorruption(data, "\"mod\""))
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return false;;
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buf.GetString(data);
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buf.GetString(data);
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if (CheckForCorruption(data, "\"version\""))
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return false;;
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buf.GetString(data);
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buf.GetString(data);
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if (CheckForCorruption(data, "\"size\""))
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return false;;
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buf.GetString(data);
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buf.GetString(data);
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if (CheckForCorruption(data, "\"svtype\""))
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return false;;
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buf.GetString(data);
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buf.GetString(data);
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if (CheckForCorruption(data, "\"svos\""))
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return false;;
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buf.GetString(data);
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buf.EatWhiteSpace();
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buf.Scanf ("\"password\" \"%d\"\n", &fav.password );
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buf.GetString(data);
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if (CheckForCorruption(data, "\"svside\""))
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return false;;
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buf.GetString(data);
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buf.GetString(data);
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if (CheckForCorruption(data, "\"cldll\""))
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return false;;
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buf.GetString(data);
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buf.GetString(data);
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if (CheckForCorruption(data, "\"lan\""))
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return false;;
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buf.GetString(data);
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buf.GetString(data);
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if (CheckForCorruption(data, "\"svping\""))
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return false;;
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buf.GetString(data);
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buf.GetString(data);
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if (CheckForCorruption(data, "\"noresponse\""))
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return false;;
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buf.GetString(data);
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buf.GetString(data);
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if (CheckForCorruption(data, "\"packetloss\""))
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return false;;
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buf.GetString(data);
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buf.GetString(data);
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if (CheckForCorruption(data, "\"status\""))
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return false;;
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buf.GetString(data);
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buf.GetString(data);
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if (CheckForCorruption(data, "\"filtered\""))
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return false;;
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buf.GetString(data);
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buf.GetString(data);
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if (CheckForCorruption(data, "\"fullmax\""))
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return false;;
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buf.GetString(data);
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buf.GetString(data);
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if (CheckForCorruption(data, "\"hlversion\""))
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return false;;
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buf.GetString(data);
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AddNewServer(fav);
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Message map
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//-----------------------------------------------------------------------------
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MessageMapItem_t CFavoriteGames::m_MessageMap[] =
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{
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MAP_MESSAGE( CFavoriteGames, "ConnectToServer", OnBeginConnect ),
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MAP_MESSAGE( CFavoriteGames, "ViewGameInfo", OnViewGameInfo ),
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MAP_MESSAGE( CFavoriteGames, "RemoveFromFavorites", OnRemoveFromFavorites ),
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MAP_MESSAGE( CFavoriteGames, "AddServerByName", OnAddServerByName ),
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MAP_MESSAGE_INT( CFavoriteGames, "RefreshServer", OnRefreshServer, "serverID" ),
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MAP_MESSAGE_INT( CFavoriteGames, "OpenContextMenu", OnOpenContextMenu, "row" ),
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};
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IMPLEMENT_PANELMAP(CFavoriteGames, BaseClass);
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