Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#include "DialogGameInfo.h"
#include "Info.h"
#include "IRunGameEngine.h"
#include "IGameList.h"
#include "TrackerProtocol.h"
#include "serverpage.h"
#include "ServerList.h"
#include "DialogServerPassword.h"
#include <VGUI_Controls.h>
#include <VGUI_ISystem.h>
#include <VGUI_ISurface.h>
#include <VGUI_IVGui.h>
#include <VGUI_KeyValues.h>
#include <VGUI_Label.h>
#include <VGUI_TextEntry.h>
#include <VGUI_Button.h>
#include <VGUI_ToggleButton.h>
#include <VGUI_RadioButton.h>
#include <stdio.h>
using namespace vgui;
static const long RETRY_TIME = 10000; // refresh server every 10 seconds
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CDialogGameInfo::CDialogGameInfo(IGameList *gameList, unsigned int serverID, int serverIP, int serverPort) : Frame(NULL, "DialogGameInfo"), m_Servers(this)
{
MakePopup();
SetBounds(0, 0, 512, 384);
m_bConnecting = false;
m_bServerFull = false;
m_bShowAutoRetryToggle = false;
m_bServerNotResponding = false;
m_bShowingExtendedOptions = false;
m_szPassword[0] = 0;
m_iServerID = serverID;
m_pConnectButton = new Button(this, "Connect", "&Join Game");
m_pCloseButton = new Button(this, "Close", "&Close");
m_pRefreshButton = new Button(this, "Refresh", "&Refresh");
m_pInfoLabel = new Label(this, "InfoLabel", "");
m_pAutoRetry = new ToggleButton(this, "AutoRetry", "&Auto-Retry");
m_pAutoRetry->AddActionSignalTarget(this);
m_pAutoRetryAlert = new RadioButton(this, "AutoRetryAlert", "A&lert me when a player slot is available on server.");
m_pAutoRetryJoin = new RadioButton(this, "AutoRetryJoin", "J&oin the server as soon as a player slot is available.");
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;
SetSizeable(false);
if (gameList)
{
// we already have the game info, fill it in
serveritem_t &server = gameList->GetServer(serverID);
m_iServerID = m_Servers.AddNewServer(server);
}
else
{
// create a new server to watch
serveritem_t server;
memset(&server, 0, sizeof(server));
*((int *)server.ip) = serverIP;
server.port = serverPort;
m_iServerID = m_Servers.AddNewServer(server);
}
// refresh immediately
RequestInfo();
// let us be ticked every frame
ivgui()->AddTickSignal(this->GetVPanel());
LoadControlSettings("Admin\\DialogGameInfo.res");
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CDialogGameInfo::~CDialogGameInfo()
{
}
//-----------------------------------------------------------------------------
// Purpose: Activates the dialog
//-----------------------------------------------------------------------------
void CDialogGameInfo::Run(const char *titleName)
{
char buf[512];
if (titleName)
{
sprintf(buf, "Game Info - %s", titleName);
}
else
{
strcpy(buf, "Game Info");
}
SetTitle(buf, true);
// get the info from the user
RequestInfo();
RequestFocus();
}
//-----------------------------------------------------------------------------
// Purpose: Changes which server to watch
//-----------------------------------------------------------------------------
void CDialogGameInfo::ChangeGame(int serverIP, int serverPort)
{
// check to see if it's the same game
serveritem_t &server = m_Servers.GetServer(m_iServerID);
if (*(int *)server.ip == serverIP && server.port == serverPort)
{
return;
}
// change the server
m_Servers.Clear();
// create a new server to watch
serveritem_t newServer;
memset(&newServer, 0, sizeof(newServer));
*((int *)newServer.ip) = serverIP;
newServer.port = serverPort;
m_iServerID = m_Servers.AddNewServer(newServer);
// start refresh immediately
RequestInfo();
}
//-----------------------------------------------------------------------------
// Purpose: Relayouts the data
//-----------------------------------------------------------------------------
void CDialogGameInfo::PerformLayout()
{
BaseClass::PerformLayout();
// get the server we're watching
serveritem_t &server = m_Servers.GetServer(m_iServerID);
SetControlText("ServerText", server.name);
SetControlText("GameText", server.gameDescription);
SetControlText("MapText", server.map);
char buf[128];
if (server.maxPlayers > 0)
{
sprintf(buf, "%d / %d", server.players, server.maxPlayers);
}
else
{
buf[0] = 0;
}
SetControlText("PlayersText", buf);
if (server.ip[0] && server.port)
{
char buf[64];
sprintf(buf, "%d.%d.%d.%d:%d", server.ip[0], server.ip[1], server.ip[2], server.ip[3], server.port);
SetControlText("ServerIPText", buf);
m_pConnectButton->SetEnabled(true);
}
else
{
SetControlText("ServerIPText", "");
m_pConnectButton->SetEnabled(false);
}
sprintf(buf, "%d", server.ping);
SetControlText("PingText", buf);
// set the info text
if (m_pAutoRetry->IsSelected())
{
if (server.players < server.maxPlayers)
{
m_pInfoLabel->SetText("Press 'Join Game' to connect to the server.");
}
else if (m_pAutoRetryJoin->IsSelected())
{
m_pInfoLabel->SetText("You will join the server as soon as a player slot is free.");
}
else
{
m_pInfoLabel->SetText("You will be alerted as soon player slot is free on the server.");
}
}
else if (m_bServerFull)
{
m_pInfoLabel->SetText("Could not connect - server is full.");
}
else if (m_bServerNotResponding)
{
char text[100];
_snprintf(text,100,"Server is not responding.%d.%d.%d.%d:%d", server.ip[0], server.ip[1], server.ip[2], server.ip[3], server.port);
m_pInfoLabel->SetText(text);
}
else
{
// clear the status
m_pInfoLabel->SetText("");
}
// auto-retry layout
m_pAutoRetry->SetVisible(m_bShowAutoRetryToggle);
if (m_pAutoRetry->IsSelected())
{
m_pAutoRetryAlert->SetVisible(true);
m_pAutoRetryJoin->SetVisible(true);
}
else
{
m_pAutoRetryAlert->SetVisible(false);
m_pAutoRetryJoin->SetVisible(false);
}
Repaint();
}
//-----------------------------------------------------------------------------
// Purpose: Sets up the current scheme colors
//-----------------------------------------------------------------------------
void CDialogGameInfo::ApplySchemeSettings(vgui::IScheme *pScheme)
{
BaseClass::ApplySchemeSettings(pScheme);
// force the label to get it's scheme settings
m_pInfoLabel->InvalidateLayout(true);
// override them
m_pInfoLabel->SetFgColor(GetSchemeColor("BrightControlText"));
}
//-----------------------------------------------------------------------------
// 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
RequestInfo();
}
//-----------------------------------------------------------------------------
// Purpose: Handles Refresh button press, starts a re-ping of the server
//-----------------------------------------------------------------------------
void CDialogGameInfo::OnRefresh()
{
// re-ask the server for the game info
RequestInfo();
}
//-----------------------------------------------------------------------------
// Purpose: Deletes the dialog when it's closed
//-----------------------------------------------------------------------------
void CDialogGameInfo::OnClose()
{
BaseClass::OnClose();
MarkForDeletion();
}
//-----------------------------------------------------------------------------
// 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
// Input : state -
//-----------------------------------------------------------------------------
void CDialogGameInfo::ShowAutoRetryOptions(bool state)
{
// we need to extend the dialog
int growSize = 60;
if (!state)
{
growSize = -growSize;
}
// alter the dialog size accordingly
int wide, tall;
GetSize(wide, tall);
tall += growSize;
SetSize(wide, tall);
InvalidateLayout();
}
//-----------------------------------------------------------------------------
// Purpose: Sets the text of a control by name
//-----------------------------------------------------------------------------
void CDialogGameInfo::SetControlText(const char *textEntryName, const char *text)
{
TextEntry *entry = dynamic_cast<TextEntry *>(FindChildByName(textEntryName));
if (entry)
{
entry->SetText(text);
}
}
//-----------------------------------------------------------------------------
// Purpose: Requests the right info from the server
//-----------------------------------------------------------------------------
void CDialogGameInfo::RequestInfo()
{
// reset the time at which we auto-refresh
m_iRequestRetry = system()->GetTimeMillis() + RETRY_TIME;
if (!m_Servers.IsRefreshing())
{
m_Servers.AddServerToRefreshList(m_iServerID);
m_Servers.StartRefresh();
}
}
//-----------------------------------------------------------------------------
// 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())
{
// reask
RequestInfo();
}
m_Servers.RunFrame();
}
//-----------------------------------------------------------------------------
// Purpose: called when the server has successfully responded
//-----------------------------------------------------------------------------
void CDialogGameInfo::ServerResponded(serveritem_t &server)
{
if (m_bConnecting)
{
ConnectToServer();
}
else if (m_pAutoRetry->IsSelected())
{
// auto-retry is enabled, see if we can join
if (server.players < server.maxPlayers)
{
// 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();
}
}
}
m_bServerNotResponding = false;
InvalidateLayout();
Repaint();
}
//-----------------------------------------------------------------------------
// Purpose: called when a server response has timed out
//-----------------------------------------------------------------------------
void CDialogGameInfo::ServerFailedToRespond(serveritem_t &server)
{
// the server didn't respond, mark that in the UI
// only mark if we haven't ever received a response
if (!server.hadSuccessfulResponse)
{
m_bServerNotResponding = true;
}
InvalidateLayout();
Repaint();
}
//-----------------------------------------------------------------------------
// Purpose: Connects to the server
//-----------------------------------------------------------------------------
void CDialogGameInfo::ConnectToServer()
{
m_bConnecting = false;
serveritem_t &server = m_Servers.GetServer(m_iServerID);
// check to see if we need a password
if (server.password && !m_szPassword[0])
{
CDialogServerPassword *box = new CDialogServerPassword();
box->AddActionSignalTarget(this);
box->Activate(server.name, server.serverID);
return;
}
// check the player count
if (server.players >= server.maxPlayers)
{
// 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
char buf[64];
sprintf(buf, "%d.%d.%d.%d:%d", server.ip[0], server.ip[1], server.ip[2], server.ip[3], server.port);
const char *gameDir = server.gameDir;
if (g_pRunGameEngine->IsRunning())
{
char command[256];
// set the server password, if any
if (m_szPassword[0])
{
sprintf(command, "password \"%s\"\n", m_szPassword);
g_pRunGameEngine->AddTextCommand(command);
}
// send engine command to change servers
sprintf(command, "connect %s\n", buf);
g_pRunGameEngine->AddTextCommand(command);
}
else
{
char command[256];
// sprintf(command, " -game %s +connect %s", gameDir, buf);
sprintf(command, " +connect %s", buf);
if (m_szPassword[0])
{
strcat(command, " +password \"");
strcat(command, m_szPassword);
strcat(command, "\"");\
}
g_pRunGameEngine->RunEngine(gameDir, command);
}
// close this dialog
PostMessage(this, new KeyValues("Close"));
}
//-----------------------------------------------------------------------------
// Purpose: called when the current refresh list is complete
//-----------------------------------------------------------------------------
void CDialogGameInfo::RefreshComplete()
{
}
//-----------------------------------------------------------------------------
// Purpose: handles response from the get password dialog
//-----------------------------------------------------------------------------
void CDialogGameInfo::OnJoinServerWithPassword(const char *password)
{
// copy out the password
v_strncpy(m_szPassword, password, sizeof(m_szPassword));
// retry connecting to the server again
OnConnect();
}
//-----------------------------------------------------------------------------
// Purpose: Message map
//-----------------------------------------------------------------------------
MessageMapItem_t CDialogGameInfo::m_MessageMap[] =
{
MAP_MESSAGE( CDialogGameInfo, "Refresh", OnRefresh ),
MAP_MESSAGE( CDialogGameInfo, "Connect", OnConnect ),
MAP_MESSAGE_PTR( CDialogGameInfo, "ButtonToggled", OnButtonToggled, "panel" ),
MAP_MESSAGE_PTR( CDialogGameInfo, "RadioButtonChecked", OnButtonToggled, "panel" ),
MAP_MESSAGE_CONSTCHARPTR( CDialogGameInfo, "JoinServerWithPassword", OnJoinServerWithPassword, "password" ),
};
IMPLEMENT_PANELMAP( CDialogGameInfo, Frame );