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