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 );