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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: defines a RCon class used to send rcon commands to remote servers
//
// $NoKeywords: $
//=============================================================================
#include "serverinfo.h"
#include "Iresponse.h"
#include "ServerInfoMsgHandler.h"
#include "Socket.h"
#include "proto_oob.h"
#include "DialogGameInfo.h"
extern void v_strncpy(char *dest, const char *src, int bufsize);
namespace { const float SERVER_TIMEOUT =5.0f; // timeout before failing
}
typedef enum { NONE = 0, INFO_REQUESTED, INFO_RECEIVED } RCONSTATUS;
CServerInfo::CServerInfo(IResponse *target,serveritem_t &server) { memcpy(&m_Server, &server,sizeof(serveritem_t)); m_pResponseTarget=target;
m_bIsRefreshing=false;
int bytecode = S2A_INFO_DETAILED; m_pQuery = new CSocket("internet server query", -1); m_pQuery->AddMessageHandler(new CServerInfoMsgHandlerDetails(this, CMsgHandler::MSGHANDLER_ALL, &bytecode));
m_fSendTime= 0; }
CServerInfo::~CServerInfo() { delete m_pQuery;
}
//-----------------------------------------------------------------------------
// Purpose: sends a status query packet to a single server
//-----------------------------------------------------------------------------
void CServerInfo::Query() { CMsgBuffer *buffer = m_pQuery->GetSendBuffer(); assert( buffer ); if ( !buffer ) { return; }
m_bIsRefreshing=true; m_bRefreshed=false;
netadr_t adr;
adr.ip[0] = m_Server.ip[0]; adr.ip[1] = m_Server.ip[1]; adr.ip[2] = m_Server.ip[2]; adr.ip[3] = m_Server.ip[3]; adr.port = (m_Server.port & 0xff) << 8 | (m_Server.port & 0xff00) >> 8; adr.type = NA_IP;
// Set state
m_Server.received = (int)INFO_REQUESTED;
// Create query message
buffer->Clear(); // Write control sequence
buffer->WriteLong(0xffffffff);
// Write query string
buffer->WriteString("infostring");
// Sendmessage
m_pQuery->SendMessage( &adr );
m_fSendTime = CSocket::GetClock(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CServerInfo::RunFrame() {
float curtime = CSocket::GetClock(); if(m_fSendTime!=0 && (curtime-m_fSendTime)> 5.0f) // 10 seconds timeout
{ m_fSendTime = 0; m_pResponseTarget->ServerFailedToRespond(); }
if (m_pQuery) { m_pQuery->Frame(); }
}
void CServerInfo::UpdateServer(netadr_t *adr, bool proxy, const char *serverName, const char *map, const char *gamedir, const char *gameDescription, int players, int maxPlayers, float recvTime, bool password) {
m_Server.received = INFO_RECEIVED;
m_Server.hadSuccessfulResponse = true;
// copy in data necessary for filters
v_strncpy(m_Server.gameDir, gamedir, sizeof(m_Server.gameDir) - 1); v_strncpy(m_Server.map, map, sizeof(m_Server.map) - 1); v_strncpy(m_Server.name, serverName, sizeof(m_Server.name) - 1); v_strncpy(m_Server.gameDescription, gameDescription, sizeof(m_Server.gameDescription) - 1); m_Server.players = players; m_Server.maxPlayers = maxPlayers; m_Server.proxy = proxy; m_Server.password = password;
int ping = (int)((recvTime - m_fSendTime) * 1000);
if (ping > 3000 || ping < 0) { // make sure ping is valid
ping = 1200; }
// add to ping times list
// server.pings[0] = server.pings[1];
// server.pings[1] = server.pings[2];
// server.pings[2] = ping;
// calculate ping
// ping = CalculateAveragePing(server);
m_Server.ping = ping;
m_bIsRefreshing=false; m_bRefreshed=true; m_fSendTime = 0;
// notify the UI of the new server info
m_pResponseTarget->ServerResponded();
}
void CServerInfo::Refresh() { Query(); }
bool CServerInfo::IsRefreshing() {
return m_bIsRefreshing; }
serveritem_t &CServerInfo::GetServer() { return m_Server; }
bool CServerInfo::Refreshed() { bool val = m_bRefreshed; m_bRefreshed=false;
return val; }
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