Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#include "server_pch.h"
#include "server.h"
#include "master.h"
#include "proto_oob.h"
#include "sv_main.h" // SV_GetFakeClientCount()
#include "tier0/icommandline.h"
#include "FindSteamServers.h"
#include "filesystem_engine.h"
#include "sv_steamauth.h"
#include "hltvserver.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
bool g_bEnableMasterServerUpdater = true;
static void SvSearchKeyChangeCallback( IConVar *pConVar, const char *pOldValue, float flOldValue ) { sv.UpdateGameData(); if ( sv.IsActive() ) { Cbuf_AddText( CBUF_SERVER, "heartbeat\n" ); } }
ConVar sv_search_key( "sv_search_key", #if defined( _PS3 )
"csgo-ps3-rc0", #elif defined( SERVER_XLSP ) || defined( _X360 )
"csgo-x360-rc1", #else
"", #endif
FCVAR_RELEASE, "When searching for a dedicated server from lobby, restrict search to only dedicated servers having the same sv_search_key.", SvSearchKeyChangeCallback );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void Heartbeat_f() { if ( g_nForkID != FORK_ID_PARENT_PROCESS ) // if we are the process parent, we won't advertise ourself to steam / xlsp
{ if( Steam3Server().SteamGameServer() ) { Steam3Server().SteamGameServer()->ForceHeartbeat(); } } }
static ConCommand heartbeat( "heartbeat", Heartbeat_f, "Force heartbeat of master servers", 0 );
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