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802 lines
24 KiB
802 lines
24 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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#include "pch_serverbrowser.h"
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using namespace vgui;
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static const long RETRY_TIME = 10000; // refresh server every 10 seconds
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static const long CHALLENGE_ENTRIES = 1024;
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extern "C"
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{
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DLL_EXPORT bool JoiningSecureServerCall()
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{
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return true;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Comparison function used in query redblack tree
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//-----------------------------------------------------------------------------
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bool QueryLessFunc( const struct challenge_s &item1, const struct challenge_s &item2 )
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{
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// compare port then ip
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if ( item1.addr.GetPort() < item2.addr.GetPort() )
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return true;
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else if ( item1.addr.GetPort() > item2.addr.GetPort() )
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return false;
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int ip1 = item1.addr.GetIPNetworkByteOrder();
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int ip2 = item2.addr.GetIPNetworkByteOrder();
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return ip1 < ip2;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CDialogGameInfo::CDialogGameInfo( vgui::Panel *parent, int serverIP, int queryPort, unsigned short connectionPort, const char *pszConnectCode ) :
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Frame(parent, "DialogGameInfo"),
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m_CallbackPersonaStateChange( this, &CDialogGameInfo::OnPersonaStateChange ),
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m_sConnectCode( pszConnectCode )
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{
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SetBounds(0, 0, 512, 512);
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SetMinimumSize(416, 340);
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SetDeleteSelfOnClose(true);
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m_bConnecting = false;
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m_bServerFull = false;
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m_bShowAutoRetryToggle = false;
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m_bServerNotResponding = false;
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m_bShowingExtendedOptions = false;
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m_SteamIDFriend = 0;
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m_hPingQuery = HSERVERQUERY_INVALID;
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m_hPlayersQuery = HSERVERQUERY_INVALID;
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m_bPlayerListUpdatePending = false;
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m_szPassword[0] = 0;
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m_pConnectButton = new Button(this, "Connect", "#ServerBrowser_JoinGame");
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m_pCloseButton = new Button(this, "Close", "#ServerBrowser_Close");
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m_pRefreshButton = new Button(this, "Refresh", "#ServerBrowser_Refresh");
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m_pInfoLabel = new Label(this, "InfoLabel", "");
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m_pAutoRetry = new ToggleButton(this, "AutoRetry", "#ServerBrowser_AutoRetry");
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m_pAutoRetry->AddActionSignalTarget(this);
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m_pAutoRetryAlert = new RadioButton(this, "AutoRetryAlert", "#ServerBrowser_AlertMeWhenSlotOpens");
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m_pAutoRetryJoin = new RadioButton(this, "AutoRetryJoin", "#ServerBrowser_JoinWhenSlotOpens");
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m_pPlayerList = new ListPanel(this, "PlayerList");
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m_pPlayerList->AddColumnHeader(0, "PlayerName", "#ServerBrowser_PlayerName", 156);
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m_pPlayerList->AddColumnHeader(1, "Score", "#ServerBrowser_Score", 64);
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m_pPlayerList->AddColumnHeader(2, "Time", "#ServerBrowser_Time", 64);
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m_pPlayerList->SetSortFunc(2, &PlayerTimeColumnSortFunc);
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// set the defaults for sorting
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// hack, need to make this more explicit functions in ListPanel
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PostMessage(m_pPlayerList, new KeyValues("SetSortColumn", "column", 2));
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PostMessage(m_pPlayerList, new KeyValues("SetSortColumn", "column", 1));
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PostMessage(m_pPlayerList, new KeyValues("SetSortColumn", "column", 1));
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m_pAutoRetryAlert->SetSelected(true);
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m_pConnectButton->SetCommand(new KeyValues("Connect"));
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m_pCloseButton->SetCommand(new KeyValues("Close"));
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m_pRefreshButton->SetCommand(new KeyValues("Refresh"));
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m_iRequestRetry = 0;
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// create a new server to watch
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memset(&m_Server, 0, sizeof(m_Server) );
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m_Server.m_NetAdr.Init( serverIP, queryPort, connectionPort );
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// refresh immediately
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RequestInfo();
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// let us be ticked every frame
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ivgui()->AddTickSignal(this->GetVPanel());
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LoadControlSettings("Servers/DialogGameInfo.res");
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RegisterControlSettingsFile( "Servers/DialogGameInfo_SinglePlayer.res" );
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RegisterControlSettingsFile( "Servers/DialogGameInfo_AutoRetry.res" );
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MoveToCenterOfScreen();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Destructor
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//-----------------------------------------------------------------------------
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CDialogGameInfo::~CDialogGameInfo()
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{
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if ( !steamapicontext->SteamMatchmakingServers() )
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return;
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if ( m_hPingQuery != HSERVERQUERY_INVALID )
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steamapicontext->SteamMatchmakingServers()->CancelServerQuery( m_hPingQuery );
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if ( m_hPlayersQuery != HSERVERQUERY_INVALID )
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steamapicontext->SteamMatchmakingServers()->CancelServerQuery( m_hPlayersQuery );
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}
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//-----------------------------------------------------------------------------
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// Purpose: send a player query to a server
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//-----------------------------------------------------------------------------
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void CDialogGameInfo::SendPlayerQuery( uint32 unIP, uint16 usQueryPort )
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{
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if ( !steamapicontext->SteamMatchmakingServers() )
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return;
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if ( m_hPlayersQuery != HSERVERQUERY_INVALID )
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steamapicontext->SteamMatchmakingServers()->CancelServerQuery( m_hPlayersQuery );
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m_hPlayersQuery = steamapicontext->SteamMatchmakingServers()->PlayerDetails( unIP, usQueryPort, this );
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m_bPlayerListUpdatePending = true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Activates the dialog
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//-----------------------------------------------------------------------------
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void CDialogGameInfo::Run(const char *titleName)
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{
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if ( titleName )
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{
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SetTitle( "#ServerBrowser_GameInfoWithNameTitle", true );
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}
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else
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{
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SetTitle( "#ServerBrowser_GameInfoWithNameTitle", true );
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}
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SetDialogVariable( "game", titleName );
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// get the info from the user
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RequestInfo();
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Activate();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Changes which server to watch
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//-----------------------------------------------------------------------------
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void CDialogGameInfo::ChangeGame( int serverIP, int queryPort, unsigned short connectionPort )
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{
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memset( &m_Server, 0x0, sizeof(m_Server) );
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m_Server.m_NetAdr.Init( serverIP, queryPort, connectionPort );
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// remember the dialogs position so we can keep it the same
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int x, y;
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GetPos( x, y );
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// see if we need to change dialog state
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if ( !m_Server.m_NetAdr.GetIP() || !m_Server.m_NetAdr.GetQueryPort() )
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{
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// not in a server, load the simple settings dialog
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SetMinimumSize(0, 0);
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SetSizeable( false );
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LoadControlSettings( "Servers/DialogGameInfo_SinglePlayer.res" );
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}
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else
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{
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// moving from a single-player game -> multiplayer, reset dialog
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SetMinimumSize(416, 340);
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SetSizeable( true );
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LoadControlSettings( "Servers/DialogGameInfo.res" );
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}
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SetPos( x, y );
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// Start refresh immediately
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m_iRequestRetry = 0;
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RequestInfo();
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InvalidateLayout();
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}
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//-----------------------------------------------------------------------------
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// Purpose: updates the dialog if it's watching a friend who changes servers
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//-----------------------------------------------------------------------------
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void CDialogGameInfo::OnPersonaStateChange( PersonaStateChange_t *pPersonaStateChange )
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{
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#if 0 // TBD delete this func
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if ( m_SteamIDFriend && m_SteamIDFriend == pPersonaStateChange->m_ulSteamID )
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{
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// friend may have changed servers
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uint64 nGameID;
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uint32 unGameIP;
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uint16 usGamePort;
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uint16 usQueryPort;
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if ( SteamFriends()->GetFriendGamePlayed( m_SteamIDFriend, &nGameID, &unGameIP, &usGamePort, &usQueryPort ) )
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{
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if ( pPersonaStateChange->m_nChangeFlags & k_EPersonaChangeGamePlayed )
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{
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ChangeGame( unGameIP, usQueryPort, usGamePort );
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}
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}
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else
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{
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// bugbug johnc: change to not be in a game anymore
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}
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}
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose: Associates a user with this dialog
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//-----------------------------------------------------------------------------
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void CDialogGameInfo::SetFriend( uint64 ulSteamIDFriend )
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{
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// set the title to include the friends name
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SetTitle( "#ServerBrowser_GameInfoWithNameTitle", true );
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SetDialogVariable( "game", steamapicontext->SteamFriends()->GetFriendPersonaName( ulSteamIDFriend ) );
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SetDialogVariable( "friend", steamapicontext->SteamFriends()->GetFriendPersonaName( ulSteamIDFriend ) );
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// store the friend we're associated with
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m_SteamIDFriend = ulSteamIDFriend;
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FriendGameInfo_t friendGameInfo;
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if ( steamapicontext->SteamFriends()->GetFriendGamePlayed( ulSteamIDFriend, &friendGameInfo ) )
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{
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uint16 usConnPort = friendGameInfo.m_usGamePort;
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if ( friendGameInfo.m_usQueryPort < QUERY_PORT_ERROR )
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usConnPort = friendGameInfo.m_usQueryPort;
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ChangeGame( friendGameInfo.m_unGameIP, usConnPort, friendGameInfo.m_usGamePort );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: data access
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//-----------------------------------------------------------------------------
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uint64 CDialogGameInfo::GetAssociatedFriend()
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{
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return m_SteamIDFriend;
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}
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//-----------------------------------------------------------------------------
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// Purpose: lays out the data
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//-----------------------------------------------------------------------------
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void CDialogGameInfo::PerformLayout()
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{
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BaseClass::PerformLayout();
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SetControlString( "ServerText", m_Server.GetName() );
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SetControlString( "GameText", m_Server.m_szGameDescription );
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SetControlString( "MapText", m_Server.m_szMap );
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SetControlString( "GameTags", m_Server.m_szGameTags );
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if ( !m_Server.m_bHadSuccessfulResponse )
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{
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SetControlString("SecureText", "");
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}
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else if ( m_Server.m_bSecure )
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{
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SetControlString("SecureText", "#ServerBrowser_Secure");
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}
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else
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{
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SetControlString("SecureText", "#ServerBrowser_NotSecure");
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}
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char buf[128];
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if ( m_Server.m_nMaxPlayers > 0)
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{
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Q_snprintf(buf, sizeof(buf), "%d / %d", m_Server.m_nPlayers, m_Server.m_nMaxPlayers);
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}
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else
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{
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buf[0] = 0;
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}
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SetControlString("PlayersText", buf);
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if ( m_Server.m_NetAdr.GetIP() && m_Server.m_NetAdr.GetQueryPort() )
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{
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SetControlString("ServerIPText", m_Server.m_NetAdr.GetConnectionAddressString() );
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m_pConnectButton->SetEnabled(true);
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if ( m_pAutoRetry->IsSelected() )
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{
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m_pAutoRetryAlert->SetVisible(true);
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m_pAutoRetryJoin->SetVisible(true);
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}
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else
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{
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m_pAutoRetryAlert->SetVisible(false);
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m_pAutoRetryJoin->SetVisible(false);
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}
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}
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else
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{
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SetControlString("ServerIPText", "");
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m_pConnectButton->SetEnabled(false);
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}
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if ( m_Server.m_bHadSuccessfulResponse )
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{
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Q_snprintf(buf, sizeof(buf), "%d", m_Server.m_nPing );
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SetControlString("PingText", buf);
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}
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else
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{
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SetControlString("PingText", "");
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}
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// set the info text
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if ( m_pAutoRetry->IsSelected() )
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{
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if ( m_Server.m_nPlayers < m_Server.m_nMaxPlayers )
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{
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m_pInfoLabel->SetText("#ServerBrowser_PressJoinToConnect");
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}
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else if (m_pAutoRetryJoin->IsSelected())
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{
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m_pInfoLabel->SetText("#ServerBrowser_JoinWhenSlotIsFree");
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}
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else
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{
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m_pInfoLabel->SetText("#ServerBrowser_AlertWhenSlotIsFree");
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}
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}
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else if (m_bServerFull)
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{
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m_pInfoLabel->SetText("#ServerBrowser_CouldNotConnectServerFull");
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}
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else if (m_bServerNotResponding)
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{
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m_pInfoLabel->SetText("#ServerBrowser_ServerNotResponding");
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}
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else
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{
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// clear the status
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m_pInfoLabel->SetText("");
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}
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if ( m_Server.m_bHadSuccessfulResponse && !(m_Server.m_nPlayers + m_Server.m_nBotPlayers) )
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{
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m_pPlayerList->SetEmptyListText("#ServerBrowser_ServerHasNoPlayers");
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}
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else
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{
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m_pPlayerList->SetEmptyListText("#ServerBrowser_ServerNotResponding");
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}
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// auto-retry layout
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m_pAutoRetry->SetVisible(m_bShowAutoRetryToggle);
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Repaint();
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}
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void CDialogGameInfo::OnKeyCodePressed( vgui::KeyCode code )
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{
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if ( code == KEY_XBUTTON_B || code == KEY_XBUTTON_A || code == STEAMCONTROLLER_A || code == STEAMCONTROLLER_B )
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{
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m_pCloseButton->DoClick();
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}
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else
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{
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BaseClass::OnKeyCodePressed(code);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Forces the game info dialog to try and connect
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//-----------------------------------------------------------------------------
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void CDialogGameInfo::Connect()
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{
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OnConnect();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Connects the user to this game
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//-----------------------------------------------------------------------------
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void CDialogGameInfo::OnConnect()
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{
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// flag that we are attempting connection
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m_bConnecting = true;
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// reset state
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m_bServerFull = false;
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m_bServerNotResponding = false;
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InvalidateLayout();
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// need to refresh server before attempting to connect, to make sure there is enough room on the server
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m_iRequestRetry = 0;
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RequestInfo();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Cancel auto-retry if we connect to the game by other means
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//-----------------------------------------------------------------------------
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void CDialogGameInfo::OnConnectToGame( int ip, int port )
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{
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// if we just connected to the server we were looking at, close the dialog
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// important so that we don't auto-retry a server that we are already on
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if ( m_Server.m_NetAdr.GetIP() == (uint32)ip && m_Server.m_NetAdr.GetConnectionPort() == (uint16)port )
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{
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// close this dialog
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Close();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Handles Refresh button press, starts a re-ping of the server
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//-----------------------------------------------------------------------------
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void CDialogGameInfo::OnRefresh()
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{
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m_iRequestRetry = 0;
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// re-ask the server for the game info
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RequestInfo();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Forces the whole dialog to redraw when the auto-retry button is toggled
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//-----------------------------------------------------------------------------
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void CDialogGameInfo::OnButtonToggled(Panel *panel)
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{
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if (panel == m_pAutoRetry)
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{
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ShowAutoRetryOptions(m_pAutoRetry->IsSelected());
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}
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InvalidateLayout();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Sets whether the extended auto-retry options are visible or not
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//-----------------------------------------------------------------------------
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void CDialogGameInfo::ShowAutoRetryOptions(bool state)
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{
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// we need to extend the dialog
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int growSize = 60;
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if (!state)
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{
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growSize = -growSize;
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}
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// alter the dialog size accordingly
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int x, y, wide, tall;
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GetBounds( x, y, wide, tall );
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// load a new layout file depending on the state
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SetMinimumSize(416, 340);
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if ( state )
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LoadControlSettings( "Servers/DialogGameInfo_AutoRetry.res" );
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else
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LoadControlSettings( "Servers/DialogGameInfo.res" );
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// restore size and position as
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// load control settings will override them
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SetBounds( x, y, wide, tall + growSize );
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// restore other properties of the dialog
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PerformLayout();
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m_pAutoRetryAlert->SetSelected( true );
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InvalidateLayout();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Requests the right info from the server
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//-----------------------------------------------------------------------------
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void CDialogGameInfo::RequestInfo()
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{
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if ( !steamapicontext->SteamMatchmakingServers() )
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return;
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if ( m_iRequestRetry == 0 )
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{
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// reset the time at which we auto-refresh
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m_iRequestRetry = system()->GetTimeMillis() + RETRY_TIME;
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if ( m_hPingQuery != HSERVERQUERY_INVALID )
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steamapicontext->SteamMatchmakingServers()->CancelServerQuery( m_hPingQuery );
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m_hPingQuery = steamapicontext->SteamMatchmakingServers()->PingServer( m_Server.m_NetAdr.GetIP(), m_Server.m_NetAdr.GetQueryPort(), this );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called every frame, handles resending network messages
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//-----------------------------------------------------------------------------
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void CDialogGameInfo::OnTick()
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{
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// check to see if we should perform an auto-refresh
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if ( m_iRequestRetry && m_iRequestRetry < system()->GetTimeMillis() )
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{
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m_iRequestRetry = 0;
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RequestInfo();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: called when the server has successfully responded
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//-----------------------------------------------------------------------------
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void CDialogGameInfo::ServerResponded( gameserveritem_t &server )
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{
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if( m_Server.m_NetAdr.GetQueryPort() &&
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m_Server.m_NetAdr.GetQueryPort() != server.m_NetAdr.GetQueryPort() )
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{
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return; // this is not the guy we talked about
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}
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uint16 connectionPort = m_Server.m_NetAdr.GetConnectionPort();
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// FIXME(johns): This is a workaround for a steam bug, where it inproperly reads signed bytes out of the
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// message. Once the upstream fix makes it into our SteamSDK, this block can be removed.
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server.m_nPlayers = (uint8)(int8)server.m_nPlayers;
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server.m_nBotPlayers = (uint8)(int8)server.m_nBotPlayers;
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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;
|
|
}
|
|
|