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112 lines
2.9 KiB
112 lines
2.9 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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#ifndef SERVERLIST_H
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#define SERVERLIST_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "server.h"
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#include "netadr.h"
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#include "serverinfo.h"
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#include "iresponse.h"
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#include "utlrbtree.h"
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class CSocket;
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class IServerRefreshResponse;
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// holds a single query - definition needs to be public
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struct query_t
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{
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netadr_t addr;
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int serverID;
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float sendTime;
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};
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//-----------------------------------------------------------------------------
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// Purpose: Handles a list of servers, and can refresh them
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//-----------------------------------------------------------------------------
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class CServerList: public IResponse
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{
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public:
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CServerList(IServerRefreshResponse *gameList);
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~CServerList();
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// Handles a frame of networking
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void RunFrame();
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// gets a server from the list by id, range [0, ServerCount)
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serveritem_t &GetServer(unsigned int serverID);
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// returns the number of servers
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int ServerCount();
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// adds a new server to the list, returning a handle to the server
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unsigned int AddNewServer(serveritem_t &server);
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// starts a refresh
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void StartRefresh();
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// stops all refreshing
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void StopRefresh();
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// clears all servers from the list
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void Clear();
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// marks a server to be refreshed
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void AddServerToRefreshList(unsigned int serverID);
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// returns true if servers are currently being refreshed
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bool IsRefreshing();
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// returns the number of servers not yet pinged
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int RefreshListRemaining();
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// implementation of IRconResponse interface
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// called when the server has successfully responded to an info command
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virtual void ServerResponded();
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// called when a server response has timed out
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virtual void ServerFailedToRespond();
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private:
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// Run query logic for this frame
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void QueryFrame();
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// recalculates a servers ping, from the last few ping times
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int CalculateAveragePing(serveritem_t &server);
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IServerRefreshResponse *m_pResponseTarget;
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enum
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{
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MAX_QUERY_SOCKETS = 255,
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};
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// holds the list of all the currently active queries
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CUtlRBTree<query_t, unsigned short> m_Queries;
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// list of all known servers
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CUtlVector<CServerInfo *> m_Servers;
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// list of servers to be refreshed, in order... this would be more optimal as a queue
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CUtlVector<int> m_RefreshList;
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int m_iUpdateSerialNumber; // serial number of current update so we don't get results overlapping between different server list updates
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bool m_bQuerying; // Is refreshing taking place?
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int m_nMaxActive; // Max # of simultaneous sockets to use for querying
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int m_nMaxRampUp; // increasing number of sockets to use
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int m_nRampUpSpeed; // amount to ramp up each frame
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int m_nInvalidServers; // number of servers marked as 'no not refresh'
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int m_nRefreshedServers; // count of servers refreshed
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};
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#endif // SERVERLIST_H
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