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446 lines
11 KiB
446 lines
11 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 "IServerRefreshResponse.h"
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#include "ServerList.h"
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//#include "ServerMsgHandlerDetails.h"
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#include "Socket.h"
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#include "proto_oob.h"
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// for debugging
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#include <VGUI_Controls.h>
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#include <VGUI_ISystem.h>
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#include <VGUI_IVGui.h>
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typedef enum
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{
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NONE = 0,
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INFO_REQUESTED,
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INFO_RECEIVED
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} QUERYSTATUS;
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extern void v_strncpy(char *dest, const char *src, int bufsize);
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#define min(a,b) (((a) < (b)) ? (a) : (b))
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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 query_t &item1, const query_t &item2 )
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{
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// compare port then ip
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if (item1.addr.port < item2.addr.port)
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return true;
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else if (item1.addr.port > item2.addr.port)
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return false;
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int ip1 = *(int *)&item1.addr.ip;
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int ip2 = *(int *)&item2.addr.ip;
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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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CServerList::CServerList(IServerRefreshResponse *target) : m_Queries(0, MAX_QUERY_SOCKETS, QueryLessFunc)
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{
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m_pResponseTarget = target;
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m_iUpdateSerialNumber = 1;
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// calculate max sockets based on users' rate
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char speedBuf[32];
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int internetSpeed;
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if (!vgui::system()->GetRegistryString("HKEY_CURRENT_USER\\Software\\Valve\\Tracker\\Rate", speedBuf, sizeof(speedBuf)-1))
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{
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// default to DSL speed if no reg key found (an unlikely occurance)
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strcpy(speedBuf, "7500");
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}
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internetSpeed = atoi(speedBuf);
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int maxSockets = (MAX_QUERY_SOCKETS * internetSpeed) / 10000;
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if (internetSpeed < 6000)
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{
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// reduce the number of active queries again for slow internet speeds
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maxSockets /= 2;
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}
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m_nMaxActive = maxSockets;
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m_nRampUpSpeed = 1;
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m_bQuerying = false;
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m_nMaxRampUp = 1;
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m_nInvalidServers = 0;
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m_nRefreshedServers = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Destructor
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//-----------------------------------------------------------------------------
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CServerList::~CServerList()
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{
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// delete m_pQuery;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CServerList::RunFrame()
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{
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for(int i=0;i<m_Servers.Count();i++) {
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m_Servers[i]->RunFrame();
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}
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QueryFrame();
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}
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//-----------------------------------------------------------------------------
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// Purpose: gets a server from the list by id, range [0, ServerCount)
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//-----------------------------------------------------------------------------
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serveritem_t &CServerList::GetServer(unsigned int serverID)
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{
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if (m_Servers.IsValidIndex(serverID))
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{
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return m_Servers[serverID]->GetServer();
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}
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// return a dummy
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static serveritem_t dummyServer;
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memset(&dummyServer, 0, sizeof(dummyServer));
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return dummyServer;
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}
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//-----------------------------------------------------------------------------
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// Purpose: returns the number of servers
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//-----------------------------------------------------------------------------
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int CServerList::ServerCount()
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{
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return m_Servers.Count();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns the number of servers not yet pinged
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//-----------------------------------------------------------------------------
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int CServerList::RefreshListRemaining()
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{
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return m_RefreshList.Count();
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}
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//-----------------------------------------------------------------------------
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// Purpose: returns true if the server list is still in the process of talking to servers
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//-----------------------------------------------------------------------------
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bool CServerList::IsRefreshing()
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{
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return m_bQuerying;
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}
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//-----------------------------------------------------------------------------
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// Purpose: adds a new server to the list
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//-----------------------------------------------------------------------------
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unsigned int CServerList::AddNewServer(serveritem_t &server)
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{
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unsigned int serverID = m_Servers.AddToTail(new CServerInfo(this ,server));
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m_Servers[serverID]->serverID = serverID;
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return serverID;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Clears all servers from the list
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//-----------------------------------------------------------------------------
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void CServerList::Clear()
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{
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StopRefresh();
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m_Servers.RemoveAll();
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}
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//-----------------------------------------------------------------------------
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// Purpose: stops all refreshing
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//-----------------------------------------------------------------------------
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void CServerList::StopRefresh()
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{
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// Reset query context
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m_Queries.RemoveAll();
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// reset server received states
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int count = ServerCount();
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for (int i = 0; i < count; i++)
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{
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m_Servers[i]->received = 0;
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}
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m_RefreshList.RemoveAll();
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// up the serial number so previous results don't interfere
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m_iUpdateSerialNumber++;
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m_nInvalidServers = 0;
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m_nRefreshedServers = 0;
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m_bQuerying = false;
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m_nMaxRampUp = m_nRampUpSpeed;
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}
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//-----------------------------------------------------------------------------
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// Purpose: marks a server to be refreshed
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//-----------------------------------------------------------------------------
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void CServerList::AddServerToRefreshList(unsigned int serverID)
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{
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if (!m_Servers.IsValidIndex(serverID))
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return;
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serveritem_t &server = m_Servers[serverID]->GetServer();
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server.received = NONE;
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m_RefreshList.AddToTail(serverID);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CServerList::StartRefresh()
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{
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if (m_RefreshList.Count() > 0)
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{
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m_bQuerying = true;
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}
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}
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void CServerList::ServerResponded()
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{
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for(int i=0;i<m_Servers.Count();i++) {
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if ( m_Servers[i]->Refreshed() ) {
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serveritem_t &server = m_Servers[i]->GetServer();
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// copy in data necessary for filters
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// add to ping times list
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server.pings[0] = server.pings[1];
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server.pings[1] = server.pings[2];
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server.pings[2] = server.ping;
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// calculate ping
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int ping = CalculateAveragePing(server);
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// make sure the ping changes each time so the user can see the server has updated
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if (server.ping == ping && ping>0)
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{
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ping--;
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}
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server.ping = ping;
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server.received = INFO_RECEIVED;
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netadr_t adr;
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adr.ip[0] = server.ip[0];
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adr.ip[1] = server.ip[1];
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adr.ip[2] = server.ip[2];
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adr.ip[3] = server.ip[3];
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adr.port = (server.port & 0xff) << 8 | (server.port & 0xff00) >> 8;
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adr.type = NA_IP;
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query_t finder;
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finder.addr = adr;
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m_Queries.Remove(finder);
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// notify the UI of the new server info
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m_pResponseTarget->ServerResponded(server);
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: called when a server response has timed out
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//-----------------------------------------------------------------------------
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void CServerList::ServerFailedToRespond()
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: recalculates a servers ping, from the last few ping times
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//-----------------------------------------------------------------------------
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int CServerList::CalculateAveragePing(serveritem_t &server)
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{
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if (server.pings[0])
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{
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// three pings, throw away any the most extreme and average the other two
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int middlePing = 0, lowPing = 1, highPing = 2;
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if (server.pings[0] < server.pings[1])
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{
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if (server.pings[0] > server.pings[2])
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{
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lowPing = 2;
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middlePing = 0;
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highPing = 1;
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}
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else if (server.pings[1] < server.pings[2])
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{
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lowPing = 0;
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middlePing = 1;
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highPing = 2;
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}
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else
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{
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lowPing = 0;
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middlePing = 2;
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highPing = 1;
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}
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}
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else
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{
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if (server.pings[1] > server.pings[2])
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{
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lowPing = 2;
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middlePing = 1;
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highPing = 0;
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}
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else if (server.pings[0] < server.pings[2])
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{
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lowPing = 1;
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middlePing = 0;
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highPing = 2;
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}
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else
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{
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lowPing = 1;
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middlePing = 2;
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highPing = 0;
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}
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}
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// we have the middle ping, see which it's closest to
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if ((server.pings[middlePing] - server.pings[lowPing]) < (server.pings[highPing] - server.pings[middlePing]))
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{
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return (server.pings[middlePing] + server.pings[lowPing]) / 2;
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}
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else
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{
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return (server.pings[middlePing] + server.pings[highPing]) / 2;
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}
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}
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else if (server.pings[1])
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{
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// two pings received, average them
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return (server.pings[1] + server.pings[2]) / 2;
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}
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else
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{
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// only one ping received so far, use that
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return server.pings[2];
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called every frame to check queries
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//-----------------------------------------------------------------------------
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void CServerList::QueryFrame()
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{
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if (!m_bQuerying)
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return;
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float curtime = CSocket::GetClock();
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// walk the query list, looking for any server timeouts
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unsigned short idx = m_Queries.FirstInorder();
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while (m_Queries.IsValidIndex(idx))
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{
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query_t &query = m_Queries[idx];
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if ((curtime - query.sendTime) > 1.2f)
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{
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// server has timed out
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serveritem_t &item = m_Servers[query.serverID]->GetServer();
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// mark the server
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item.pings[0] = item.pings[1];
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item.pings[1] = item.pings[2];
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item.pings[2] = 1200;
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item.ping = CalculateAveragePing(item);
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if (!item.hadSuccessfulResponse)
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{
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// remove the server if it has never responded before
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item.doNotRefresh = true;
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m_nInvalidServers++;
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}
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// respond to the game list notifying of the lack of response
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m_pResponseTarget->ServerFailedToRespond(item);
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item.received = false;
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// get the next server now, since we're about to delete it from query list
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unsigned short nextidx = m_Queries.NextInorder(idx);
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// delete the query
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m_Queries.RemoveAt(idx);
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// move to next item
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idx = nextidx;
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}
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else
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{
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// still waiting for server result
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idx = m_Queries.NextInorder(idx);
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}
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}
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// increment the number of sockets to use
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m_nMaxRampUp = min(m_nMaxActive, m_nMaxRampUp + m_nRampUpSpeed);
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// see if we should send more queries
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while (m_RefreshList.Count() > 0 && (int)m_Queries.Count() < m_nMaxRampUp)
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{
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// get the first item from the list to refresh
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int currentServer = m_RefreshList[0];
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if (!m_Servers.IsValidIndex(currentServer))
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break;
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serveritem_t &item = m_Servers[currentServer]->GetServer();
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item.time = curtime;
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//QueryServer(m_pQuery, currentServer);
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m_Servers[currentServer]->Query();
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query_t query;
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netadr_t adr;
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adr.ip[0] = item.ip[0];
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adr.ip[1] = item.ip[1];
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adr.ip[2] = item.ip[2];
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adr.ip[3] = item.ip[3];
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adr.port = (item.port & 0xff) << 8 | (item.port & 0xff00) >> 8;
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adr.type = NA_IP;
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query.addr =adr;
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query.sendTime=curtime;
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query.serverID=item.serverID;
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m_Queries.Insert(query);
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// remove the server from the refresh list
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m_RefreshList.Remove((int)0);
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}
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// Done querying?
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if (m_Queries.Count() < 1)
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{
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m_bQuerying = false;
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m_pResponseTarget->RefreshComplete();
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// up the serial number, so that we ignore any late results
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m_iUpdateSerialNumber++;
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}
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}
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