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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#include "IServerRefreshResponse.h"
#include "ServerList.h"
//#include "ServerMsgHandlerDetails.h"
#include "Socket.h"
#include "proto_oob.h"
// for debugging
#include <VGUI_Controls.h>
#include <VGUI_ISystem.h>
#include <VGUI_IVGui.h>
typedef enum { NONE = 0, INFO_REQUESTED, INFO_RECEIVED } QUERYSTATUS;
extern void v_strncpy(char *dest, const char *src, int bufsize); #define min(a,b) (((a) < (b)) ? (a) : (b))
//-----------------------------------------------------------------------------
// Purpose: Comparison function used in query redblack tree
//-----------------------------------------------------------------------------
bool QueryLessFunc( const query_t &item1, const query_t &item2 ) { // compare port then ip
if (item1.addr.port < item2.addr.port) return true; else if (item1.addr.port > item2.addr.port) return false;
int ip1 = *(int *)&item1.addr.ip; int ip2 = *(int *)&item2.addr.ip;
return ip1 < ip2; }
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CServerList::CServerList(IServerRefreshResponse *target) : m_Queries(0, MAX_QUERY_SOCKETS, QueryLessFunc) { m_pResponseTarget = target; m_iUpdateSerialNumber = 1;
// calculate max sockets based on users' rate
char speedBuf[32]; int internetSpeed; if (!vgui::system()->GetRegistryString("HKEY_CURRENT_USER\\Software\\Valve\\Tracker\\Rate", speedBuf, sizeof(speedBuf)-1)) { // default to DSL speed if no reg key found (an unlikely occurance)
strcpy(speedBuf, "7500"); } internetSpeed = atoi(speedBuf); int maxSockets = (MAX_QUERY_SOCKETS * internetSpeed) / 10000; if (internetSpeed < 6000) { // reduce the number of active queries again for slow internet speeds
maxSockets /= 2; } m_nMaxActive = maxSockets;
m_nRampUpSpeed = 1; m_bQuerying = false; m_nMaxRampUp = 1;
m_nInvalidServers = 0; m_nRefreshedServers = 0;
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CServerList::~CServerList() { // delete m_pQuery;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CServerList::RunFrame() {
for(int i=0;i<m_Servers.Count();i++) { m_Servers[i]->RunFrame(); }
QueryFrame(); }
//-----------------------------------------------------------------------------
// Purpose: gets a server from the list by id, range [0, ServerCount)
//-----------------------------------------------------------------------------
serveritem_t &CServerList::GetServer(unsigned int serverID) { if (m_Servers.IsValidIndex(serverID)) { return m_Servers[serverID]->GetServer(); }
// return a dummy
static serveritem_t dummyServer; memset(&dummyServer, 0, sizeof(dummyServer)); return dummyServer; }
//-----------------------------------------------------------------------------
// Purpose: returns the number of servers
//-----------------------------------------------------------------------------
int CServerList::ServerCount() { return m_Servers.Count(); }
//-----------------------------------------------------------------------------
// Purpose: Returns the number of servers not yet pinged
//-----------------------------------------------------------------------------
int CServerList::RefreshListRemaining() { return m_RefreshList.Count(); }
//-----------------------------------------------------------------------------
// Purpose: returns true if the server list is still in the process of talking to servers
//-----------------------------------------------------------------------------
bool CServerList::IsRefreshing() { return m_bQuerying; }
//-----------------------------------------------------------------------------
// Purpose: adds a new server to the list
//-----------------------------------------------------------------------------
unsigned int CServerList::AddNewServer(serveritem_t &server) {
unsigned int serverID = m_Servers.AddToTail(new CServerInfo(this ,server)); m_Servers[serverID]->serverID = serverID; return serverID; }
//-----------------------------------------------------------------------------
// Purpose: Clears all servers from the list
//-----------------------------------------------------------------------------
void CServerList::Clear() { StopRefresh();
m_Servers.RemoveAll(); }
//-----------------------------------------------------------------------------
// Purpose: stops all refreshing
//-----------------------------------------------------------------------------
void CServerList::StopRefresh() { // Reset query context
m_Queries.RemoveAll();
// reset server received states
int count = ServerCount(); for (int i = 0; i < count; i++) { m_Servers[i]->received = 0; }
m_RefreshList.RemoveAll();
// up the serial number so previous results don't interfere
m_iUpdateSerialNumber++;
m_nInvalidServers = 0; m_nRefreshedServers = 0; m_bQuerying = false; m_nMaxRampUp = m_nRampUpSpeed; }
//-----------------------------------------------------------------------------
// Purpose: marks a server to be refreshed
//-----------------------------------------------------------------------------
void CServerList::AddServerToRefreshList(unsigned int serverID) { if (!m_Servers.IsValidIndex(serverID)) return;
serveritem_t &server = m_Servers[serverID]->GetServer(); server.received = NONE;
m_RefreshList.AddToTail(serverID); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CServerList::StartRefresh() { if (m_RefreshList.Count() > 0) { m_bQuerying = true; } }
void CServerList::ServerResponded() { for(int i=0;i<m_Servers.Count();i++) { if ( m_Servers[i]->Refreshed() ) {
serveritem_t &server = m_Servers[i]->GetServer(); // copy in data necessary for filters
// add to ping times list
server.pings[0] = server.pings[1]; server.pings[1] = server.pings[2]; server.pings[2] = server.ping;
// calculate ping
int ping = CalculateAveragePing(server);
// make sure the ping changes each time so the user can see the server has updated
if (server.ping == ping && ping>0) { ping--; } server.ping = ping; server.received = INFO_RECEIVED;
netadr_t adr; adr.ip[0] = server.ip[0]; adr.ip[1] = server.ip[1]; adr.ip[2] = server.ip[2]; adr.ip[3] = server.ip[3]; adr.port = (server.port & 0xff) << 8 | (server.port & 0xff00) >> 8; adr.type = NA_IP;
query_t finder; finder.addr = adr;
m_Queries.Remove(finder); // notify the UI of the new server info
m_pResponseTarget->ServerResponded(server); } }
}
//-----------------------------------------------------------------------------
// Purpose: called when a server response has timed out
//-----------------------------------------------------------------------------
void CServerList::ServerFailedToRespond() {
}
//-----------------------------------------------------------------------------
// Purpose: recalculates a servers ping, from the last few ping times
//-----------------------------------------------------------------------------
int CServerList::CalculateAveragePing(serveritem_t &server) { if (server.pings[0]) { // three pings, throw away any the most extreme and average the other two
int middlePing = 0, lowPing = 1, highPing = 2; if (server.pings[0] < server.pings[1]) { if (server.pings[0] > server.pings[2]) { lowPing = 2; middlePing = 0; highPing = 1; } else if (server.pings[1] < server.pings[2]) { lowPing = 0; middlePing = 1; highPing = 2; } else { lowPing = 0; middlePing = 2; highPing = 1; } } else { if (server.pings[1] > server.pings[2]) { lowPing = 2; middlePing = 1; highPing = 0; } else if (server.pings[0] < server.pings[2]) { lowPing = 1; middlePing = 0; highPing = 2; } else { lowPing = 1; middlePing = 2; highPing = 0; } }
// we have the middle ping, see which it's closest to
if ((server.pings[middlePing] - server.pings[lowPing]) < (server.pings[highPing] - server.pings[middlePing])) { return (server.pings[middlePing] + server.pings[lowPing]) / 2; } else { return (server.pings[middlePing] + server.pings[highPing]) / 2; } } else if (server.pings[1]) { // two pings received, average them
return (server.pings[1] + server.pings[2]) / 2; } else { // only one ping received so far, use that
return server.pings[2]; } }
//-----------------------------------------------------------------------------
// Purpose: Called every frame to check queries
//-----------------------------------------------------------------------------
void CServerList::QueryFrame() { if (!m_bQuerying) return;
float curtime = CSocket::GetClock();
// walk the query list, looking for any server timeouts
unsigned short idx = m_Queries.FirstInorder(); while (m_Queries.IsValidIndex(idx)) { query_t &query = m_Queries[idx]; if ((curtime - query.sendTime) > 1.2f) { // server has timed out
serveritem_t &item = m_Servers[query.serverID]->GetServer();
// mark the server
item.pings[0] = item.pings[1]; item.pings[1] = item.pings[2]; item.pings[2] = 1200; item.ping = CalculateAveragePing(item); if (!item.hadSuccessfulResponse) { // remove the server if it has never responded before
item.doNotRefresh = true; m_nInvalidServers++; } // respond to the game list notifying of the lack of response
m_pResponseTarget->ServerFailedToRespond(item); item.received = false;
// get the next server now, since we're about to delete it from query list
unsigned short nextidx = m_Queries.NextInorder(idx); // delete the query
m_Queries.RemoveAt(idx);
// move to next item
idx = nextidx; } else { // still waiting for server result
idx = m_Queries.NextInorder(idx); } }
// increment the number of sockets to use
m_nMaxRampUp = min(m_nMaxActive, m_nMaxRampUp + m_nRampUpSpeed);
// see if we should send more queries
while (m_RefreshList.Count() > 0 && (int)m_Queries.Count() < m_nMaxRampUp) { // get the first item from the list to refresh
int currentServer = m_RefreshList[0]; if (!m_Servers.IsValidIndex(currentServer)) break; serveritem_t &item = m_Servers[currentServer]->GetServer();
item.time = curtime;
//QueryServer(m_pQuery, currentServer);
m_Servers[currentServer]->Query(); query_t query; netadr_t adr; adr.ip[0] = item.ip[0]; adr.ip[1] = item.ip[1]; adr.ip[2] = item.ip[2]; adr.ip[3] = item.ip[3]; adr.port = (item.port & 0xff) << 8 | (item.port & 0xff00) >> 8; adr.type = NA_IP;
query.addr =adr; query.sendTime=curtime; query.serverID=item.serverID;
m_Queries.Insert(query);
// remove the server from the refresh list
m_RefreshList.Remove((int)0); }
// Done querying?
if (m_Queries.Count() < 1) { m_bQuerying = false; m_pResponseTarget->RefreshComplete();
// up the serial number, so that we ignore any late results
m_iUpdateSerialNumber++; } }
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