Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifdef _WIN32
#include <stdio.h>
#include "CreateMultiplayerGameServerPage.h"
#include <Winsock2.h>
using namespace vgui;
#include <vgui_controls/Controls.h>
#include <KeyValues.h>
#include <vgui_controls/ListPanel.h>
#include <vgui_controls/ComboBox.h>
#include <vgui_controls/MessageBox.h>
#include <vgui_controls/CheckButton.h>
#include <vgui/IVGui.h>
#include <OfflineMode.h>
#include "filesystem.h"
#include "mainpanel.h"
#include "tier0/icommandline.h"
#include "netapi.h"
// for SRC
#include <vstdlib/random.h>
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//#define ALLOW_OLD_ENGINE_GAMES
bool IsEp1EraAppID( int iSteamAppId )
{
return iSteamAppId == 211 || iSteamAppId == 215;
}
// Checks the liblist.gam file for a "fallback_dir"
const char *GetLiblistFallbackDir( const char *pszGameDir )
{
static char szFallback[512];
char szTemp[512];
szFallback[0] = 0;
V_sprintf_safe( szTemp, "%s\\liblist.gam", pszGameDir );
g_pFullFileSystem->GetLocalCopy( szTemp );
FileHandle_t hFile = g_pFullFileSystem->Open( szTemp, "rt" );
if ( hFile )
{
char szLine[512];
// look for the line starting with 'fallback_dir'
while ( !g_pFullFileSystem->EndOfFile( hFile ) )
{
// get a single line
szLine[0] = 0;
g_pFullFileSystem->ReadLine( szLine, sizeof(szLine) - 1, hFile );
szLine[sizeof(szLine) - 1] = 0;
if ( !strnicmp( szLine, "fallback_dir", 12 ) )
{
// we got the line, get the value between the quotes
char *start = strchr( szLine, '\"' );
if ( !start )
{
break;
}
char *end = strchr( start + 1, '\"' );
if ( !end )
{
break;
}
// copy out between start and end
int bytesToCopy = end - start - 1;
if ( bytesToCopy >= sizeof(szFallback) - 1 )
{
bytesToCopy = sizeof(szFallback) - 1;
break;
}
if ( bytesToCopy > 0 )
{
strncpy( szFallback, start + 1, bytesToCopy );
szFallback[bytesToCopy] = 0;
}
}
}
g_pFullFileSystem->Close( hFile );
}
return szFallback;
}
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CCreateMultiplayerGameServerPage::CCreateMultiplayerGameServerPage(vgui::Panel *parent, const char *name) : Frame(parent, name)
{
memset(&m_iServer,0x0,sizeof(serveritem_t));
m_MainPanel = parent; // as we are a popup frame we need to store this seperately
m_pSavedData = NULL;
m_pGameInfo = NULL;
SetMinimumSize(310, 350);
SetSize(310, 350);
SetSizeable(false);
SetTitle("#Start_Server_Title",true);
m_pMapList = new ComboBox(this, "MapList",10,false);
m_pMapList->SetEnabled(false); // a mod needs to be chosen first to populate the map list
m_pMapList->SetEditable(false);
m_pNetworkCombo = new ComboBox(this, "NetworkCombo",10,false);
int defaultItem = m_pNetworkCombo->AddItem("#Internet", NULL);
int lanItem = m_pNetworkCombo->AddItem("#LAN", NULL);
if ( CommandLine()->CheckParm("-steam") && IsSteamInOfflineMode() )
{
defaultItem = lanItem;
}
m_pNetworkCombo->ActivateItem(defaultItem);
m_pNumPlayers = new ComboBox(this, "NumPlayers",10,false);
char num[3];
int i;
for( i = 1 ; i <= MAX_PLAYERS ; i++ )
{
V_sprintf_safe(num, "%i", i);
m_pNumPlayers->AddItem(num, NULL);
}
m_pNumPlayers->ActivateItemByRow(23); // 24 players by default
m_pGameCombo = new ComboBox(this,"MODCombo", 10, false);
m_pStartServerButton = new Button(this, "StartButton", "#Start_Server_Button");
m_pStartServerButton->SetCommand("start");
m_pCancelButton = new Button(this, "CancelButton", "#Start_Server_Cancel");
m_pCancelButton->SetCommand("cancel");
m_pSecureCheck = new CheckButton(this, "SecureCheck", "#Start_Server_Secure");
m_pSecureCheck->SetSelected(true);
LoadControlSettingsAndUserConfig("Admin/CreateMultiplayerGameServerPage.res");
// load some defaults into the controls
SetControlString("ServerNameEdit", "Half-Life dedicated server");
V_strcpy_safe(m_szGameName, "Half-Life");
LoadMODList();
m_pGameCombo->RequestFocus();
// get default port from commandline if possible
m_iPort = 27015;
const char *portVal = NULL;
if (CommandLine()->CheckParm("-port", &portVal) && portVal && atoi(portVal) > 0)
{
m_iPort = atoi(portVal);
}
SetControlInt("PortEdit", m_iPort);
LoadConfig();
m_szMapName[0] = 0;
m_szHostName[0] = 0;
m_szPassword[0] = 0;
m_iMaxPlayers = 24;
if ( CommandLine()->CheckParm("-steam") && IsSteamInOfflineMode() )
{
m_pNetworkCombo->SetEnabled( false );
}
SetVisible(true);
if ( CommandLine()->CheckParm("-steam") && IsSteamInOfflineMode() )
{
MessageBox *box = new vgui::MessageBox( "#Start_Server_Offline_Title", "#Start_Server_Offline_Warning" );
box->DoModal();
}
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CCreateMultiplayerGameServerPage::~CCreateMultiplayerGameServerPage()
{
SaveConfig();
if (m_pSavedData)
{
m_pSavedData->deleteThis();
m_pSavedData = NULL;
}
if ( m_pGameInfo )
{
m_pGameInfo->deleteThis();
m_pGameInfo = NULL;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCreateMultiplayerGameServerPage::OnResetData()
{
m_pGameCombo->SetEnabled(true);
}
//-----------------------------------------------------------------------------
// Purpose: loads settings from a config file
//-----------------------------------------------------------------------------
void CCreateMultiplayerGameServerPage::LoadConfig()
{
// free any old filters
if (m_pSavedData)
{
m_pSavedData->deleteThis();
}
m_pSavedData = new KeyValues ("Server");
if (!m_pSavedData->LoadFromFile(g_pFullFileSystem, "Server.vdf", "CONFIG"))
{
// file not successfully loaded
}
else
{
if (m_pSavedData->FindKey("RconPassword", false))
{
const char *password = m_pSavedData->GetString("RconPassword", "");
if (strlen(password)>0)
{
SetControlString("RCONPasswordEdit", password);
}
}
if (m_pSavedData->FindKey("MaxPlayers", false))
{
int maxPlayers = m_pSavedData->GetInt("MaxPlayers", -1);
if (maxPlayers > 0 && maxPlayers <= 32)
{
m_pNumPlayers->ActivateItemByRow(maxPlayers - 1);
}
}
if (m_pSavedData->FindKey("MOD", false))
{
const char *mod = m_pSavedData->GetString("MOD", "");
if (strlen(mod) > 0)
{
// look for the item in the dropdown
m_szMod[0] = 0;
for (int i = 0; i < m_pGameCombo->GetItemCount(); i++)
{
if (!m_pGameCombo->IsItemIDValid(i))
continue;
if (!stricmp(m_pGameCombo->GetItemUserData(i)->GetString("gamedir"), mod))
{
// item found in list, activate
m_pGameCombo->ActivateItem(i);
break;
}
}
}
}
if (m_pSavedData->FindKey("Map", false))
{
const char *map = m_pSavedData->GetString("Map", "");
if (strlen(map) > 0)
{
SetControlString("MapList", map);
}
}
if (m_pSavedData->FindKey("Network", false))
{
int nwIndex = m_pSavedData->GetInt("Network");
if (nwIndex > 0 && nwIndex < 2)
{
m_pNetworkCombo->ActivateItemByRow(nwIndex);
}
}
if (m_pSavedData->FindKey("Secure", false))
{
int secure = m_pSavedData->GetInt("Secure");
m_pSecureCheck->SetSelected(secure);
}
if (m_pSavedData->FindKey("ServerName", false))
{
const char *serverName = m_pSavedData->GetString("ServerName","");
if (strlen(serverName) > 0)
{
SetControlString("ServerNameEdit", serverName);
}
}
m_iPort = m_pSavedData->GetInt("Port", m_iPort);
SetControlInt("PortEdit", m_iPort);
}
}
//-----------------------------------------------------------------------------
// Purpose: data accessor
//-----------------------------------------------------------------------------
void CCreateMultiplayerGameServerPage::SetConfig(const char *serverName, const char *rconPassword, int maxPlayers, const char *mod, const char *map, int network, int secure, int port)
{
m_pSavedData->SetInt("MaxPlayers", maxPlayers);
m_pSavedData->SetString("RconPassword", rconPassword);
m_pSavedData->SetString("ServerName", serverName);
m_pSavedData->SetString("MOD", mod);
m_pSavedData->SetString("Map", map);
m_pSavedData->SetInt("Secure", secure);
m_pSavedData->SetInt("Network", network);
m_pSavedData->SetInt("Port", port);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCreateMultiplayerGameServerPage::SaveConfig()
{
m_pSavedData->SaveToFile(g_pFullFileSystem, "Server.vdf", "CONFIG");
}
//-----------------------------------------------------------------------------
// Purpose: returns true if one of the characters in the string is not a valid alpha numeric character
//-----------------------------------------------------------------------------
bool CCreateMultiplayerGameServerPage::BadRconChars(const char *pass)
{
bool bad = false;
for(unsigned int i=0;i<strlen(pass);i++)
{
bad |= !( V_isalnum(pass[i]) ? true : false );
}
return bad;
}
const char *ToString( int val )
{
static char text[256];
Q_snprintf( text, sizeof(text), "%i", val );
return text;
}
//-----------------------------------------------------------------------------
// Purpose: called to get the info from the dialog
//-----------------------------------------------------------------------------
void CCreateMultiplayerGameServerPage::OnCommand(const char *cmd)
{
char cvars[1024];
int secure = GetControlInt("SecureCheck", 1);
m_pNumPlayers->GetText(cvars, 1024);
m_iMaxPlayers = atoi(cvars);
V_strcpy_safe(m_szHostName, GetControlString("ServerNameEdit", ""));
V_strcpy_safe(m_szPassword, GetControlString("RCONPasswordEdit", ""));
m_iPort = GetControlInt("PortEdit", 27015);
if (!stricmp(cmd, "cancel"))
{
vgui::ivgui()->PostMessage( m_MainPanel->GetVPanel(), new KeyValues("Quit"), NULL);
Close();
}
else if (!stricmp(cmd, "start"))
{
// save our current settings
SetConfig(m_szHostName, m_szPassword, m_iMaxPlayers, m_szMod, GetMapName(), m_pNetworkCombo->GetActiveItem() != 0, secure, m_iPort);
SaveConfig();
// create the command to execute
bool isLanOnly = (m_pNetworkCombo->GetActiveItem() != 0);
CommandLine()->AppendParm("-game", m_szMod);
CommandLine()->AppendParm("-maxplayers", ToString(m_iMaxPlayers));
CommandLine()->AppendParm("+sv_lan", ToString(isLanOnly));
CommandLine()->AppendParm("+map", GetMapName());
CommandLine()->AppendParm("-port", ToString(m_iPort));
if (!secure) // if they don't want it secure...
{
CommandLine()->AppendParm("-insecure", "");
}
// V_strcpy_safe(m_szPassword, GetControlString("RCONPasswordEdit", ""));
if (strlen(m_szPassword) < 3 || BadRconChars(m_szPassword))
{
MessageBox *dlg = new MessageBox("#Start_Server_RCON_Error_Title", "#Start_Server_RCON_Error");
dlg->DoModal();
}
else
{
V_sprintf_safe(cvars, "rcon_password \"%s\"\nsetmaster enable\nhostname \"%s\"\n", m_szPassword, m_szHostName);
m_pGameCombo->SetEnabled(false);
m_pNumPlayers->SetEnabled(false);
netadr_t local;
net->GetLocalIP(&local);
local.port = ::htons(m_iPort);
for (int i = 0; i < 4; i++)
{
m_iServer.ip[i] = local.ip[i];
}
m_iServer.port = (local.port & 0xff) << 8 | (local.port & 0xff00) >> 8;;
V_strcpy_safe(m_iServer.name, m_szHostName);
V_strcpy_safe(m_iServer.map, GetMapName());
V_strcpy_safe(m_iServer.gameDir, m_szMod);
m_iServer.maxPlayers = m_iMaxPlayers;
SetVisible(false);
KeyValues *gameData = m_pGameCombo->GetActiveItemUserData();
// // mount the caches
// if (CommandLine()->CheckParm("-steam"))
// {
// if (gameData)
// {
// KeyValues *pFileSystem = gameData->FindKey( "FileSystem" );
// if ( !pFileSystem )
// Error( "Game %s missing FileSystem key.", gameData->GetString( "game" ) );
//
// // Mods just specify their app ID (CS, HL2, HL2MP, etc), and it mounts all the necessary caches.
// int iAppId = pFileSystem->GetInt( "SteamAppId" );
// if ( iAppId )
// {
// CUtlVector<unsigned int> depList;
// MountDependencies( iAppId, depList );
//
// char gameinfoFilename[MAX_PATH];
// Q_snprintf( gameinfoFilename, sizeof( gameinfoFilename ), "%s\\gameinfo.txt", m_iServer.gameDir );
// g_pFullFileSystem->GetLocalCopy( gameinfoFilename );
// }
// }
// }
// Launch the old dedicated server if necessary.
if ( LaunchOldDedicatedServer( gameData ) )
{
vgui::ivgui()->PostMessage( m_MainPanel->GetVPanel(), new KeyValues("Quit"), NULL);
Close();
}
CMainPanel::GetInstance()->StartServer(cvars);
}
}
}
bool CCreateMultiplayerGameServerPage::LaunchOldDedicatedServer( KeyValues *pGameInfo )
{
#if defined( ALLOW_OLD_ENGINE_GAMES )
// Validate the gameinfo.txt format..
KeyValues *pSub = pGameInfo->FindKey( "FileSystem" );
if ( pSub )
{
int iSteamAppId = pSub->GetInt( "SteamAppId", -1 );
if ( iSteamAppId != -1 )
{
if ( IsEp1EraAppID( iSteamAppId ) )
{
// Old-skool app. Launch the old dedicated server.
char steamDir[MAX_PATH];
if ( !system()->GetRegistryString( "HKEY_CURRENT_USER\\Software\\Valve\\Steam\\SteamPath", steamDir, sizeof( steamDir ) ) )
Error( "LaunchOldDedicatedServer: can't get SteamPath." );
V_FixSlashes( steamDir );
V_AppendSlash( steamDir, sizeof( steamDir ) );
char commandLine[1024 * 4];
commandLine[0] = 0;
V_snprintf( commandLine, sizeof( commandLine ), "\"%ssteam.exe\" -applaunch 205 -HiddenLaunch", steamDir );
// Feed it all the parameters chosen in the UI so it doesn't redisplay the UI.
STARTUPINFO si;
memset( &si, 0, sizeof( si ) );
si.cb = sizeof( si );
PROCESS_INFORMATION pi;
if ( !CreateProcess( NULL, commandLine, NULL, NULL, false, 0, NULL, steamDir, &si, &pi ) )
{
Error( "LaunchOldDedicatedServer: Unable to launch old srcds." );
}
return true;
}
}
}
#endif
return false;
}
//-----------------------------------------------------------------------------
// Purpose: loads the list of available maps into the map list
//-----------------------------------------------------------------------------
void CCreateMultiplayerGameServerPage::LoadMODList()
{
m_pGameCombo->DeleteAllItems();
// add steam games
if (CommandLine()->CheckParm("-steam"))
{
const char *pSteamGamesFilename = "hlds_steamgames.vdf";
KeyValues *gamesFile = new KeyValues( pSteamGamesFilename );
if ( gamesFile->LoadFromFile( g_pFullFileSystem, pSteamGamesFilename, NULL ) )
{
for ( KeyValues *kv = gamesFile->GetFirstSubKey(); kv != NULL; kv = kv->GetNextKey() )
{
const char *pGameDir = kv->GetString( "gamedir", NULL );
if ( !pGameDir )
Error( "Mod %s in %s missing 'gamedir'.", kv->GetName(), pSteamGamesFilename );
AddMod( pGameDir, pSteamGamesFilename, kv );
}
}
gamesFile->deleteThis();
gamesFile = NULL;
}
// For backward compatibility, check inside the dedicated server's own directory for mods.
LoadModListInDirectory( "." );
// Also, check in SourceMods.
char sourceModsDir[MAX_PATH];
if ( system()->GetRegistryString( "HKEY_CURRENT_USER\\Software\\Valve\\Steam\\SourceModInstallPath", sourceModsDir, sizeof( sourceModsDir ) ) )
LoadModListInDirectory( sourceModsDir );
m_pGameCombo->ActivateItem(0);
}
void CCreateMultiplayerGameServerPage::LoadModListInDirectory( const char *pDirectoryName )
{
char searchString[MAX_PATH*2];
V_strcpy_safe( searchString, pDirectoryName );
Q_AppendSlash( searchString, sizeof( searchString ) );
Q_strncat( searchString, "*.*", sizeof( searchString ), COPY_ALL_CHARACTERS );
FileFindHandle_t findHandle = NULL;
const char *filename = g_pFullFileSystem->FindFirst( searchString, &findHandle );
while ( filename )
{
// add to the mod list
if (filename[0] != '.' && g_pFullFileSystem->FindIsDirectory(findHandle))
{
char fullFilename[MAX_PATH];
if ( Q_stricmp( pDirectoryName, "." ) == 0 )
{
// If we don't do this, then the games in hlds_steamgames.vdf will get listed twice
// since their gamedir is listed as "cstrike" and "hl2mp", not ".\cstrike" or ".\hl2mp".
V_strcpy_safe( fullFilename, filename );
}
else
{
V_strcpy_safe( fullFilename, pDirectoryName );
Q_AppendSlash( fullFilename, sizeof( fullFilename ) );
Q_strncat( fullFilename, filename, sizeof( fullFilename ), COPY_ALL_CHARACTERS );
}
LoadPossibleMod( fullFilename );
}
filename = g_pFullFileSystem->FindNext(findHandle);
}
g_pFullFileSystem->FindClose(findHandle);
}
void CCreateMultiplayerGameServerPage::LoadPossibleMod( const char *pGameDirName )
{
char gameInfoFilename[1024];
Q_snprintf(gameInfoFilename, sizeof(gameInfoFilename) - 1, "%s\\gameinfo.txt", pGameDirName);
if ( !g_pFullFileSystem->FileExists(gameInfoFilename) )
return;
// don't want to add single player games to the list
KeyValues *pGameInfo = new KeyValues( "GameInfo" );
bool loadedFile = pGameInfo->LoadFromFile( g_pFullFileSystem, gameInfoFilename );
if ( !loadedFile )
return;
AddMod( pGameDirName, gameInfoFilename, pGameInfo );
pGameInfo->deleteThis();
pGameInfo = NULL;
}
void CCreateMultiplayerGameServerPage::AddMod( const char *pGameDirName, const char *pGameInfoFilename, KeyValues *pGameInfo )
{
// Don't re-add something with the same gamedir name (this can happen with games listed in hlds_steamgames.vdf,
// since after the first time a game is run, it'll also have a gameinfo.txt that will be found).
for ( int i=0; i < m_pGameCombo->GetItemCount(); i++ )
{
if ( !m_pGameCombo->IsItemIDValid(i) )
continue;
if ( Q_stricmp( m_pGameCombo->GetItemUserData(i)->GetString("gamedir"), pGameDirName ) == 0 )
return;
}
// If this mod supports multiplayer, then we'll add it.
const char *gameType = pGameInfo->GetString( "type", "singleplayer_only" );
if ( Q_stricmp(gameType, "singleplayer_only") != 0 )
{
// Validate the gameinfo.txt format..
KeyValues *pSub = pGameInfo->FindKey( "FileSystem" );
if ( !pSub )
Error( "%s missing FileSystem key.", pGameInfoFilename );
int iSteamAppId = pSub->GetInt( "SteamAppId", -1 );
if ( iSteamAppId == -1 )
Error( "%s missing FileSystem\\SteamAppId key.", pGameInfoFilename );
#if !defined( ALLOW_OLD_ENGINE_GAMES )
// If we're not supporting old games in here and its appid is old, forget about it.
if ( IsEp1EraAppID( iSteamAppId ) )
return;
#endif
const char *gameName = pGameInfo->GetString( "game", NULL );
if ( !gameName )
Error( "%s missing 'game' key.", pGameInfoFilename );
// add to drop-down combo and mod list
KeyValues *kv = pGameInfo->MakeCopy();
kv->SetString( "gamedir", pGameDirName );
m_pGameCombo->AddItem( gameName, kv );
kv->deleteThis();
kv = NULL;
}
}
//-----------------------------------------------------------------------------
// Purpose: loads the list of available maps for the given path into the map list
// Returns: number of maps loaded into the list
//-----------------------------------------------------------------------------
int CCreateMultiplayerGameServerPage::LoadMaps( const char *pszMod )
{
// iterate the filesystem getting the list of all the files
// UNDONE: steam wants this done in a special way, need to support that
FileFindHandle_t findHandle = NULL;
char szSearch[256];
sprintf( szSearch, "%s/maps/*.bsp", pszMod );
int iMapsFound = 0;
const char *pszFilename = g_pFullFileSystem->FindFirst( szSearch, &findHandle );
KeyValues *hiddenMaps = NULL;
if ( m_pGameInfo )
{
hiddenMaps = m_pGameInfo->FindKey( "hidden_maps" );
}
while ( pszFilename )
{
// remove the text 'maps/' and '.bsp' from the file name to get the map name
char mapname[256];
const char *str = strstr( pszFilename, "maps" );
if ( str )
{
V_strcpy_safe( mapname, str + 5 ); // maps + \\ = 5
}
else
{
V_strcpy_safe( mapname, pszFilename );
}
char *ext = strstr( mapname, ".bsp" );
if ( ext )
{
*ext = 0;
}
//!! hack: strip out single player HL maps
// this needs to be specified in a seperate file
if ( ( mapname[0] == 'c' || mapname[0] == 't' ) && mapname[2] == 'a' && mapname[1] >= '0' && mapname[1] <= '5' )
{
goto nextFile;
}
// strip out maps that shouldn't be displayed
if ( hiddenMaps )
{
if ( hiddenMaps->GetInt( mapname, 0 ) )
{
goto nextFile;
}
}
iMapsFound++;
// add to the map list
m_pMapList->AddItem( mapname, NULL );
// get the next file
nextFile:
pszFilename = g_pFullFileSystem->FindNext( findHandle );
}
g_pFullFileSystem->FindClose( findHandle );
return iMapsFound;
}
//-----------------------------------------------------------------------------
// Purpose: loads the list of available maps into the map list
//-----------------------------------------------------------------------------
void CCreateMultiplayerGameServerPage::LoadMapList()
{
int iMapsFound = 0;
// clear the current list (if any)
m_pMapList->DeleteAllItems();
Assert( strlen(m_szMod ) > 0);
if ( strlen( m_szMod ) < 1)
{
m_pMapList->SetEnabled( false );
return;
}
m_pMapList->SetEnabled( true );
m_pStartServerButton->SetEnabled( true );
if ( CommandLine()->CheckParm( "-steam" ) )
{
KeyValues *userData = m_pGameCombo->GetActiveItemUserData();
if ( userData && userData->GetString( "DedicatedServerStartMap", NULL ) )
{
// set only
m_pMapList->AddItem( userData->GetString( "DedicatedServerStartMap" ), NULL );
m_pMapList->ActivateItemByRow( 0 );
m_pMapList->SetEnabled( false );
return;
}
}
// Load the maps for the GameDir
iMapsFound += LoadMaps( m_szMod );
// If we're using a "fallback_dir" in liblist.gam then include those maps...
const char *pszFallback = GetLiblistFallbackDir( m_szMod );
if ( pszFallback[0] )
{
iMapsFound += LoadMaps( pszFallback );
}
if ( iMapsFound < 1 )
{
m_pMapList->SetEnabled( false );
}
// set the first item to be selected
m_pMapList->ActivateItemByRow( 0 );
}
//-----------------------------------------------------------------------------
// Purpose: returns the name of the map selected from the map combo
//-----------------------------------------------------------------------------
const char *CCreateMultiplayerGameServerPage::GetMapName()
{
m_pMapList->GetText(m_szMapName, DATA_STR_LENGTH);
return m_szMapName;
}
//-----------------------------------------------------------------------------
// Purpose: data accessor
//-----------------------------------------------------------------------------
const char *CCreateMultiplayerGameServerPage::GetRconPassword()
{
return m_szPassword;
}
//-----------------------------------------------------------------------------
// Purpose: updates "s" with the details of the chosen server to run
//-----------------------------------------------------------------------------
void CCreateMultiplayerGameServerPage::GetServer(serveritem_t &s)
{
s=m_iServer;
V_strcpy_safe(s.name,m_iServer.name);
V_strcpy_safe(s.rconPassword,m_iServer.rconPassword);
memcpy(s.ip,m_iServer.ip,sizeof(m_iServer.ip));
memcpy(s.pings,m_iServer.pings,3*sizeof(int));
V_strcpy_safe(s.gameDir,m_iServer.gameDir);
V_strcpy_safe(s.map,m_iServer.map);
V_strcpy_safe(s.gameDescription,m_iServer.gameDescription);
}
//-----------------------------------------------------------------------------
// Purpose: Handles changes to combo boxes
//-----------------------------------------------------------------------------
void CCreateMultiplayerGameServerPage::OnTextChanged(Panel *panel)
{
if (panel == m_pGameCombo)
{
// see if we should update the game name
bool updateHostname = false;
char hostname[256];
GetControlString("ServerNameEdit", m_szHostName, sizeof(m_szHostName));
V_sprintf_safe(hostname, "%s dedicated server", m_szGameName);
if (!stricmp(m_szHostName, hostname))
{
updateHostname = true;
}
// update the game name
m_pGameCombo->GetText( m_szGameName, sizeof(m_szGameName) );
// Copy the gamedir into m_szMod.
KeyValues *gameData = m_pGameCombo->GetActiveItemUserData();
if ( !gameData )
Error( "Missing gameData for active item." );
const char *pGameDir = gameData->GetString( "gamedir", NULL );
if ( !pGameDir )
Error( "Game %s missing 'gamedir' key.", m_szGameName );
V_strcpy_safe( m_szMod, pGameDir );
// re-load the GameInfo KeyValues
if ( m_pGameInfo )
{
m_pGameInfo->deleteThis();
}
char liblist[1024];
Q_snprintf(liblist, sizeof(liblist) - 1, "%s\\gameinfo.txt", m_szMod);
m_pGameInfo = new KeyValues( "GameInfo" );
m_pGameInfo->LoadFromFile( g_pFullFileSystem, liblist );
// redo the hostname with the new game name
if (updateHostname)
{
V_sprintf_safe(hostname, "%s dedicated server", m_szGameName);
SetControlString("ServerNameEdit", hostname);
}
// reload the list of maps we display
LoadMapList();
}
}
#endif // _WIN32