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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#include "pch_serverbrowser.h"
using namespace vgui;
static const long RETRY_TIME = 10000; // refresh server every 10 seconds
static const long CHALLENGE_ENTRIES = 1024;
extern "C" { DLL_EXPORT bool JoiningSecureServerCall() { return true; } }
//-----------------------------------------------------------------------------
// Purpose: Comparison function used in query redblack tree
//-----------------------------------------------------------------------------
bool QueryLessFunc( const struct challenge_s &item1, const struct challenge_s &item2 ) { // compare port then ip
if ( item1.addr.GetPort() < item2.addr.GetPort() ) return true; else if ( item1.addr.GetPort() > item2.addr.GetPort() ) return false;
int ip1 = item1.addr.GetIPNetworkByteOrder(); int ip2 = item2.addr.GetIPNetworkByteOrder();
return ip1 < ip2; }
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CDialogGameInfo::CDialogGameInfo( vgui::Panel *parent, int serverIP, int queryPort, unsigned short connectionPort, const char *pszConnectCode ) : Frame(parent, "DialogGameInfo"), m_CallbackPersonaStateChange( this, &CDialogGameInfo::OnPersonaStateChange ), m_sConnectCode( pszConnectCode ) { SetBounds(0, 0, 512, 512); SetMinimumSize(416, 340); SetDeleteSelfOnClose(true); m_bConnecting = false; m_bServerFull = false; m_bShowAutoRetryToggle = false; m_bServerNotResponding = false; m_bShowingExtendedOptions = false; m_SteamIDFriend = 0; m_hPingQuery = HSERVERQUERY_INVALID; m_hPlayersQuery = HSERVERQUERY_INVALID; m_bPlayerListUpdatePending = false;
m_szPassword[0] = 0;
m_pConnectButton = new Button(this, "Connect", "#ServerBrowser_JoinGame"); m_pCloseButton = new Button(this, "Close", "#ServerBrowser_Close"); m_pRefreshButton = new Button(this, "Refresh", "#ServerBrowser_Refresh"); m_pInfoLabel = new Label(this, "InfoLabel", ""); m_pAutoRetry = new ToggleButton(this, "AutoRetry", "#ServerBrowser_AutoRetry"); m_pAutoRetry->AddActionSignalTarget(this);
m_pAutoRetryAlert = new RadioButton(this, "AutoRetryAlert", "#ServerBrowser_AlertMeWhenSlotOpens"); m_pAutoRetryJoin = new RadioButton(this, "AutoRetryJoin", "#ServerBrowser_JoinWhenSlotOpens"); m_pPlayerList = new ListPanel(this, "PlayerList"); m_pPlayerList->AddColumnHeader(0, "PlayerName", "#ServerBrowser_PlayerName", 156); m_pPlayerList->AddColumnHeader(1, "Score", "#ServerBrowser_Score", 64); m_pPlayerList->AddColumnHeader(2, "Time", "#ServerBrowser_Time", 64);
m_pPlayerList->SetSortFunc(2, &PlayerTimeColumnSortFunc);
// set the defaults for sorting
// hack, need to make this more explicit functions in ListPanel
PostMessage(m_pPlayerList, new KeyValues("SetSortColumn", "column", 2)); PostMessage(m_pPlayerList, new KeyValues("SetSortColumn", "column", 1)); PostMessage(m_pPlayerList, new KeyValues("SetSortColumn", "column", 1));
m_pAutoRetryAlert->SetSelected(true);
m_pConnectButton->SetCommand(new KeyValues("Connect")); m_pCloseButton->SetCommand(new KeyValues("Close")); m_pRefreshButton->SetCommand(new KeyValues("Refresh"));
m_iRequestRetry = 0;
// create a new server to watch
memset(&m_Server, 0, sizeof(m_Server) ); m_Server.m_NetAdr.Init( serverIP, queryPort, connectionPort );
// refresh immediately
RequestInfo();
// let us be ticked every frame
ivgui()->AddTickSignal(this->GetVPanel());
LoadControlSettings("Servers/DialogGameInfo.res"); RegisterControlSettingsFile( "Servers/DialogGameInfo_SinglePlayer.res" ); RegisterControlSettingsFile( "Servers/DialogGameInfo_AutoRetry.res" ); MoveToCenterOfScreen(); }
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CDialogGameInfo::~CDialogGameInfo() { if ( !steamapicontext->SteamMatchmakingServers() ) return;
if ( m_hPingQuery != HSERVERQUERY_INVALID ) steamapicontext->SteamMatchmakingServers()->CancelServerQuery( m_hPingQuery ); if ( m_hPlayersQuery != HSERVERQUERY_INVALID ) steamapicontext->SteamMatchmakingServers()->CancelServerQuery( m_hPlayersQuery ); }
//-----------------------------------------------------------------------------
// Purpose: send a player query to a server
//-----------------------------------------------------------------------------
void CDialogGameInfo::SendPlayerQuery( uint32 unIP, uint16 usQueryPort ) { if ( !steamapicontext->SteamMatchmakingServers() ) return;
if ( m_hPlayersQuery != HSERVERQUERY_INVALID ) steamapicontext->SteamMatchmakingServers()->CancelServerQuery( m_hPlayersQuery ); m_hPlayersQuery = steamapicontext->SteamMatchmakingServers()->PlayerDetails( unIP, usQueryPort, this ); m_bPlayerListUpdatePending = true; }
//-----------------------------------------------------------------------------
// Purpose: Activates the dialog
//-----------------------------------------------------------------------------
void CDialogGameInfo::Run(const char *titleName) { if ( titleName ) { SetTitle( "#ServerBrowser_GameInfoWithNameTitle", true ); } else { SetTitle( "#ServerBrowser_GameInfoWithNameTitle", true ); } SetDialogVariable( "game", titleName );
// get the info from the user
RequestInfo(); Activate(); }
//-----------------------------------------------------------------------------
// Purpose: Changes which server to watch
//-----------------------------------------------------------------------------
void CDialogGameInfo::ChangeGame( int serverIP, int queryPort, unsigned short connectionPort ) { memset( &m_Server, 0x0, sizeof(m_Server) );
m_Server.m_NetAdr.Init( serverIP, queryPort, connectionPort );
// remember the dialogs position so we can keep it the same
int x, y; GetPos( x, y );
// see if we need to change dialog state
if ( !m_Server.m_NetAdr.GetIP() || !m_Server.m_NetAdr.GetQueryPort() ) { // not in a server, load the simple settings dialog
SetMinimumSize(0, 0); SetSizeable( false ); LoadControlSettings( "Servers/DialogGameInfo_SinglePlayer.res" ); } else { // moving from a single-player game -> multiplayer, reset dialog
SetMinimumSize(416, 340); SetSizeable( true ); LoadControlSettings( "Servers/DialogGameInfo.res" ); } SetPos( x, y );
// Start refresh immediately
m_iRequestRetry = 0; RequestInfo(); InvalidateLayout(); }
//-----------------------------------------------------------------------------
// Purpose: updates the dialog if it's watching a friend who changes servers
//-----------------------------------------------------------------------------
void CDialogGameInfo::OnPersonaStateChange( PersonaStateChange_t *pPersonaStateChange ) { #if 0 // TBD delete this func
if ( m_SteamIDFriend && m_SteamIDFriend == pPersonaStateChange->m_ulSteamID ) { // friend may have changed servers
uint64 nGameID; uint32 unGameIP; uint16 usGamePort; uint16 usQueryPort; if ( SteamFriends()->GetFriendGamePlayed( m_SteamIDFriend, &nGameID, &unGameIP, &usGamePort, &usQueryPort ) ) { if ( pPersonaStateChange->m_nChangeFlags & k_EPersonaChangeGamePlayed ) { ChangeGame( unGameIP, usQueryPort, usGamePort ); } } else { // bugbug johnc: change to not be in a game anymore
} } #endif
}
//-----------------------------------------------------------------------------
// Purpose: Associates a user with this dialog
//-----------------------------------------------------------------------------
void CDialogGameInfo::SetFriend( uint64 ulSteamIDFriend ) { // set the title to include the friends name
SetTitle( "#ServerBrowser_GameInfoWithNameTitle", true ); SetDialogVariable( "game", steamapicontext->SteamFriends()->GetFriendPersonaName( ulSteamIDFriend ) ); SetDialogVariable( "friend", steamapicontext->SteamFriends()->GetFriendPersonaName( ulSteamIDFriend ) );
// store the friend we're associated with
m_SteamIDFriend = ulSteamIDFriend;
FriendGameInfo_t friendGameInfo; if ( steamapicontext->SteamFriends()->GetFriendGamePlayed( ulSteamIDFriend, &friendGameInfo ) ) { uint16 usConnPort = friendGameInfo.m_usGamePort; if ( friendGameInfo.m_usQueryPort < QUERY_PORT_ERROR ) usConnPort = friendGameInfo.m_usQueryPort; ChangeGame( friendGameInfo.m_unGameIP, usConnPort, friendGameInfo.m_usGamePort ); } }
//-----------------------------------------------------------------------------
// Purpose: data access
//-----------------------------------------------------------------------------
uint64 CDialogGameInfo::GetAssociatedFriend() { return m_SteamIDFriend; }
//-----------------------------------------------------------------------------
// Purpose: lays out the data
//-----------------------------------------------------------------------------
void CDialogGameInfo::PerformLayout() { BaseClass::PerformLayout();
SetControlString( "ServerText", m_Server.GetName() ); SetControlString( "GameText", m_Server.m_szGameDescription ); SetControlString( "MapText", m_Server.m_szMap ); SetControlString( "GameTags", m_Server.m_szGameTags );
if ( !m_Server.m_bHadSuccessfulResponse ) { SetControlString("SecureText", ""); } else if ( m_Server.m_bSecure ) { SetControlString("SecureText", "#ServerBrowser_Secure"); } else { SetControlString("SecureText", "#ServerBrowser_NotSecure"); }
char buf[128]; if ( m_Server.m_nMaxPlayers > 0) { Q_snprintf(buf, sizeof(buf), "%d / %d", m_Server.m_nPlayers, m_Server.m_nMaxPlayers); } else { buf[0] = 0; } SetControlString("PlayersText", buf);
if ( m_Server.m_NetAdr.GetIP() && m_Server.m_NetAdr.GetQueryPort() ) { SetControlString("ServerIPText", m_Server.m_NetAdr.GetConnectionAddressString() ); m_pConnectButton->SetEnabled(true); if ( m_pAutoRetry->IsSelected() ) { m_pAutoRetryAlert->SetVisible(true); m_pAutoRetryJoin->SetVisible(true); } else { m_pAutoRetryAlert->SetVisible(false); m_pAutoRetryJoin->SetVisible(false); } } else { SetControlString("ServerIPText", ""); m_pConnectButton->SetEnabled(false); }
if ( m_Server.m_bHadSuccessfulResponse ) { Q_snprintf(buf, sizeof(buf), "%d", m_Server.m_nPing ); SetControlString("PingText", buf); } else { SetControlString("PingText", ""); }
// set the info text
if ( m_pAutoRetry->IsSelected() ) { if ( m_Server.m_nPlayers < m_Server.m_nMaxPlayers ) { m_pInfoLabel->SetText("#ServerBrowser_PressJoinToConnect"); } else if (m_pAutoRetryJoin->IsSelected()) { m_pInfoLabel->SetText("#ServerBrowser_JoinWhenSlotIsFree"); } else { m_pInfoLabel->SetText("#ServerBrowser_AlertWhenSlotIsFree"); } } else if (m_bServerFull) { m_pInfoLabel->SetText("#ServerBrowser_CouldNotConnectServerFull"); } else if (m_bServerNotResponding) { m_pInfoLabel->SetText("#ServerBrowser_ServerNotResponding"); } else { // clear the status
m_pInfoLabel->SetText(""); }
if ( m_Server.m_bHadSuccessfulResponse && !(m_Server.m_nPlayers + m_Server.m_nBotPlayers) ) { m_pPlayerList->SetEmptyListText("#ServerBrowser_ServerHasNoPlayers"); } else { m_pPlayerList->SetEmptyListText("#ServerBrowser_ServerNotResponding"); }
// auto-retry layout
m_pAutoRetry->SetVisible(m_bShowAutoRetryToggle);
Repaint(); }
void CDialogGameInfo::OnKeyCodePressed( vgui::KeyCode code ) { if ( code == KEY_XBUTTON_B || code == KEY_XBUTTON_A || code == STEAMCONTROLLER_A || code == STEAMCONTROLLER_B ) { m_pCloseButton->DoClick(); } else { BaseClass::OnKeyCodePressed(code); } }
//-----------------------------------------------------------------------------
// Purpose: Forces the game info dialog to try and connect
//-----------------------------------------------------------------------------
void CDialogGameInfo::Connect() { OnConnect(); }
//-----------------------------------------------------------------------------
// Purpose: Connects the user to this game
//-----------------------------------------------------------------------------
void CDialogGameInfo::OnConnect() { // flag that we are attempting connection
m_bConnecting = true;
// reset state
m_bServerFull = false; m_bServerNotResponding = false;
InvalidateLayout();
// need to refresh server before attempting to connect, to make sure there is enough room on the server
m_iRequestRetry = 0; RequestInfo(); }
//-----------------------------------------------------------------------------
// Purpose: Cancel auto-retry if we connect to the game by other means
//-----------------------------------------------------------------------------
void CDialogGameInfo::OnConnectToGame( int ip, int port ) { // if we just connected to the server we were looking at, close the dialog
// important so that we don't auto-retry a server that we are already on
if ( m_Server.m_NetAdr.GetIP() == (uint32)ip && m_Server.m_NetAdr.GetConnectionPort() == (uint16)port ) { // close this dialog
Close(); } }
//-----------------------------------------------------------------------------
// Purpose: Handles Refresh button press, starts a re-ping of the server
//-----------------------------------------------------------------------------
void CDialogGameInfo::OnRefresh() { m_iRequestRetry = 0; // re-ask the server for the game info
RequestInfo(); }
//-----------------------------------------------------------------------------
// Purpose: Forces the whole dialog to redraw when the auto-retry button is toggled
//-----------------------------------------------------------------------------
void CDialogGameInfo::OnButtonToggled(Panel *panel) { if (panel == m_pAutoRetry) { ShowAutoRetryOptions(m_pAutoRetry->IsSelected()); }
InvalidateLayout(); }
//-----------------------------------------------------------------------------
// Purpose: Sets whether the extended auto-retry options are visible or not
//-----------------------------------------------------------------------------
void CDialogGameInfo::ShowAutoRetryOptions(bool state) { // we need to extend the dialog
int growSize = 60; if (!state) { growSize = -growSize; }
// alter the dialog size accordingly
int x, y, wide, tall; GetBounds( x, y, wide, tall );
// load a new layout file depending on the state
SetMinimumSize(416, 340); if ( state ) LoadControlSettings( "Servers/DialogGameInfo_AutoRetry.res" ); else LoadControlSettings( "Servers/DialogGameInfo.res" );
// restore size and position as
// load control settings will override them
SetBounds( x, y, wide, tall + growSize );
// restore other properties of the dialog
PerformLayout();
m_pAutoRetryAlert->SetSelected( true ); InvalidateLayout(); }
//-----------------------------------------------------------------------------
// Purpose: Requests the right info from the server
//-----------------------------------------------------------------------------
void CDialogGameInfo::RequestInfo() { if ( !steamapicontext->SteamMatchmakingServers() ) return;
if ( m_iRequestRetry == 0 ) { // reset the time at which we auto-refresh
m_iRequestRetry = system()->GetTimeMillis() + RETRY_TIME; if ( m_hPingQuery != HSERVERQUERY_INVALID ) steamapicontext->SteamMatchmakingServers()->CancelServerQuery( m_hPingQuery ); m_hPingQuery = steamapicontext->SteamMatchmakingServers()->PingServer( m_Server.m_NetAdr.GetIP(), m_Server.m_NetAdr.GetQueryPort(), this ); } }
//-----------------------------------------------------------------------------
// Purpose: Called every frame, handles resending network messages
//-----------------------------------------------------------------------------
void CDialogGameInfo::OnTick() { // check to see if we should perform an auto-refresh
if ( m_iRequestRetry && m_iRequestRetry < system()->GetTimeMillis() ) { m_iRequestRetry = 0; RequestInfo(); } }
//-----------------------------------------------------------------------------
// Purpose: called when the server has successfully responded
//-----------------------------------------------------------------------------
void CDialogGameInfo::ServerResponded( gameserveritem_t &server ) { if( m_Server.m_NetAdr.GetQueryPort() && m_Server.m_NetAdr.GetQueryPort() != server.m_NetAdr.GetQueryPort() ) { return; // this is not the guy we talked about
}
uint16 connectionPort = m_Server.m_NetAdr.GetConnectionPort();
// FIXME(johns): This is a workaround for a steam bug, where it inproperly reads signed bytes out of the
// message. Once the upstream fix makes it into our SteamSDK, this block can be removed.
server.m_nPlayers = (uint8)(int8)server.m_nPlayers; server.m_nBotPlayers = (uint8)(int8)server.m_nBotPlayers; server.m_nMaxPlayers = (uint8)(int8)server.m_nMaxPlayers;
m_hPingQuery = HSERVERQUERY_INVALID; m_Server = server;
// Preserve our connection port, since we may be querying the sourceTV port but getting a response for the real
// server. This is a limitation of the steam Matchmaking API where it doesn't properly send us a sourcetv response
// but instead the main server's response (unless we're connecting to a proxy, THEN we get the sourcetv response!)
m_Server.m_NetAdr.SetConnectionPort( connectionPort );
if ( m_bConnecting ) { ConnectToServer(); } else if ( m_pAutoRetry->IsSelected() && server.m_nPlayers < server.m_nMaxPlayers ) { // there is a slot free, we can join
// make the sound
surface()->PlaySound("Servers/game_ready.wav");
// flash this window
FlashWindow();
// if it's set, connect right away
if (m_pAutoRetryJoin->IsSelected()) { ConnectToServer(); } } else { SendPlayerQuery( server.m_NetAdr.GetIP(), server.m_NetAdr.GetQueryPort() ); }
m_bServerNotResponding = false;
InvalidateLayout(); Repaint(); }
//-----------------------------------------------------------------------------
// Purpose: called when a server response has timed out
//-----------------------------------------------------------------------------
void CDialogGameInfo::ServerFailedToRespond() { // the server didn't respond, mark that in the UI
// only mark if we haven't ever received a response
if ( !m_Server.m_bHadSuccessfulResponse ) { m_bServerNotResponding = true; }
InvalidateLayout(); Repaint(); }
//-----------------------------------------------------------------------------
// Purpose: Constructs a command to send a running game to connect to a server,
// based on the server type
//
// TODO it would be nice to push this logic into the IRunGameEngine interface; that
// way we could ask the engine itself to construct arguments in ways that fit.
// Might be worth the effort as we start to add more engines.
//-----------------------------------------------------------------------------
void CDialogGameInfo::ApplyConnectCommand( const gameserveritem_t &server ) { char command[ 256 ]; // set the server password, if any
if ( m_szPassword[0] ) { Q_snprintf( command, Q_ARRAYSIZE( command ), "password \"%s\"\n", m_szPassword ); g_pRunGameEngine->AddTextCommand( command ); } // send engine command to change servers
Q_snprintf( command, Q_ARRAYSIZE( command ), "connect %s %s\n", server.m_NetAdr.GetConnectionAddressString(), m_sConnectCode.String() ); g_pRunGameEngine->AddTextCommand( command ); }
//-----------------------------------------------------------------------------
// Purpose: Constructs game options to use when running a game to connect to a server
//-----------------------------------------------------------------------------
void CDialogGameInfo::ConstructConnectArgs( char *pchOptions, int cchOptions, const gameserveritem_t &server ) { Q_snprintf( pchOptions, cchOptions, " +connect %s", server.m_NetAdr.GetConnectionAddressString() ); if ( m_szPassword[0] ) { Q_strcat( pchOptions, " +password \"", cchOptions ); Q_strcat( pchOptions, m_szPassword, cchOptions ); Q_strcat( pchOptions, "\"", cchOptions ); } }
//-----------------------------------------------------------------------------
// Purpose: Connects to the server
//-----------------------------------------------------------------------------
void CDialogGameInfo::ConnectToServer() { m_bConnecting = false;
// check VAC status
if ( m_Server.m_bSecure && ServerBrowser().IsVACBannedFromGame( m_Server.m_nAppID ) ) { // refuse the user
CVACBannedConnRefusedDialog *pDlg = new CVACBannedConnRefusedDialog( GetVParent(), "VACBannedConnRefusedDialog" ); pDlg->Activate(); Close(); return; }
// check to see if we need a password
if ( m_Server.m_bPassword && !m_szPassword[0] ) { CDialogServerPassword *box = new CDialogServerPassword(this); box->AddActionSignalTarget(this); box->Activate( m_Server.GetName(), 0 ); return; }
// check the player count
if ( m_Server.m_nPlayers >= m_Server.m_nMaxPlayers ) { // mark why we cannot connect
m_bServerFull = true; // give them access to auto-retry options
m_bShowAutoRetryToggle = true; InvalidateLayout(); return; }
// tell the engine to connect
const char *gameDir = m_Server.m_szGameDir; if (g_pRunGameEngine->IsRunning()) { ApplyConnectCommand( m_Server ); } else { char connectArgs[256]; ConstructConnectArgs( connectArgs, Q_ARRAYSIZE( connectArgs ), m_Server ); if ( ( m_Server.m_bSecure && JoiningSecureServerCall() )|| !m_Server.m_bSecure ) { switch ( g_pRunGameEngine->RunEngine( m_Server.m_nAppID, gameDir, connectArgs ) ) { case IRunGameEngine::k_ERunResultModNotInstalled: { MessageBox *dlg = new MessageBox( "#ServerBrowser_GameInfoTitle", "#ServerBrowser_ModNotInstalled" ); dlg->DoModal(); SetVisible(false); return; } break; case IRunGameEngine::k_ERunResultAppNotFound: { MessageBox *dlg = new MessageBox( "#ServerBrowser_GameInfoTitle", "#ServerBrowser_AppNotFound" ); dlg->DoModal(); SetVisible(false); return; } break; case IRunGameEngine::k_ERunResultNotInitialized: { MessageBox *dlg = new MessageBox( "#ServerBrowser_GameInfoTitle", "#ServerBrowser_NotInitialized" ); dlg->DoModal(); SetVisible(false); return; } break; case IRunGameEngine::k_ERunResultOkay: default: break; }; } }
// close this dialog
PostMessage(this, new KeyValues("Close")); }
//-----------------------------------------------------------------------------
// Purpose: called when the current refresh list is complete
//-----------------------------------------------------------------------------
void CDialogGameInfo::RefreshComplete( EMatchMakingServerResponse response ) { }
//-----------------------------------------------------------------------------
// Purpose: handles response from the get password dialog
//-----------------------------------------------------------------------------
void CDialogGameInfo::OnJoinServerWithPassword(const char *password) { // copy out the password
Q_strncpy(m_szPassword, password, sizeof(m_szPassword));
// retry connecting to the server again
OnConnect(); }
//-----------------------------------------------------------------------------
// Purpose: player list received
//-----------------------------------------------------------------------------
void CDialogGameInfo::ClearPlayerList() { m_pPlayerList->DeleteAllItems(); Repaint(); }
//-----------------------------------------------------------------------------
// Purpose: on individual player added
//-----------------------------------------------------------------------------
void CDialogGameInfo::AddPlayerToList(const char *playerName, int score, float timePlayedSeconds) { if ( m_bPlayerListUpdatePending ) { m_bPlayerListUpdatePending = false; m_pPlayerList->RemoveAll(); }
KeyValues *player = new KeyValues("player"); player->SetString("PlayerName", playerName); player->SetInt("Score", score); player->SetInt("TimeSec", (int)timePlayedSeconds); // construct a time string
int seconds = (int)timePlayedSeconds; int minutes = seconds / 60; int hours = minutes / 60; seconds %= 60; minutes %= 60; char buf[64]; buf[0] = 0; if (hours) { Q_snprintf(buf, sizeof(buf), "%dh %dm %ds", hours, minutes, seconds); } else if (minutes) { Q_snprintf(buf, sizeof(buf), "%dm %ds", minutes, seconds); } else { Q_snprintf(buf, sizeof(buf), "%ds", seconds); } player->SetString("Time", buf); m_pPlayerList->AddItem(player, 0, false, true); player->deleteThis(); }
//-----------------------------------------------------------------------------
// Purpose: Sorting function for time column
//-----------------------------------------------------------------------------
int CDialogGameInfo::PlayerTimeColumnSortFunc(ListPanel *pPanel, const ListPanelItem &p1, const ListPanelItem &p2) { int p1time = p1.kv->GetInt("TimeSec"); int p2time = p2.kv->GetInt("TimeSec");
if (p1time > p2time) return -1; if (p1time < p2time) return 1;
return 0; }
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