Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: defines a RCon class used to send rcon commands to remote servers
//
// $NoKeywords: $
//=============================================================================
#include "mapslist.h"
#include "Iresponse.h"
#include "Socket.h"
#include "proto_oob.h"
#include "DialogGameInfo.h"
#include "inetapi.h"
#include "TokenLine.h"
#include "dialogkickplayer.h"
#include <string.h>
extern void v_strncpy(char *dest, const char *src, int bufsize);
typedef enum
{
NONE = 0,
INFO_REQUESTED,
INFO_RECEIVED
} RCONSTATUS;
typedef enum
{
FS,
PAK
} MAP_TYPES;
CMapsList::CMapsList(IResponse *target,serveritem_t &server, const char *rconPassword,const char *mod) {
memcpy(&m_Server, &server,sizeof(serveritem_t));
m_pResponseTarget=target;
if(strcmp(mod,"valve") )
{
v_strncpy(m_sMod,mod,64);
}
else
{
m_sMod[0]=0; // its the "valve" default mod, list all maps
}
m_bIsRefreshing=false;
m_bNewMapsList=false;
m_bRconFailed=false;
v_strncpy(m_szRconPassword,rconPassword,100);
m_pRcon = new CRcon(this , server,rconPassword);
}
CMapsList::~CMapsList() {
delete m_pRcon;
}
//-----------------------------------------------------------------------------
// Purpose: sends a status query packet to a single server
//-----------------------------------------------------------------------------
void CMapsList::SendQuery()
{
m_bIsRefreshing=true;
m_pRcon->SendRcon("maps *");
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMapsList::RunFrame()
{
if(m_pRcon)
{
m_pRcon->RunFrame();
}
}
void CMapsList::ServerResponded()
{
char store[2048];
strcpy(store, m_pRcon->RconResponse());
char *cur=store;
char *next=NULL;
int i=0,k=0;
bool checkDir=false;
// maps format:
// Dir: valve
//-------------
//(fs) rapidcore.bsp
//(fs) frenzy.bsp
//(fs) crossfire.bsp
//
//Dir: valve
//-------------
//(pak) boot_camp.bsp
//(pak) bounce.bsp
m_MapsList.RemoveAll();
char check[21];
_snprintf(check,21,"%s/",m_sMod);
if(strstr(store,check))
{ // if the name of the mod dir is in the return list its old style format
checkDir=true;
}
while(cur!=NULL)
{
cur++;
next=strchr(cur,'\n');
if(next!=NULL)
{
*next='\0';
}
if( strncmp(cur,"Dir:",4) && strncmp(cur,"-------------",13) )
{
TokenLine mapsLine;
mapsLine.SetLine(cur);
if(mapsLine.CountToken() >= 2 )
{
char tmpMap[100];
v_strncpy(tmpMap,mapsLine.GetToken(1),100); // type
char *end = strstr(tmpMap,".bsp"); // cull the .bsp
if(end != NULL)
{
*end='\0';
}
if(checkDir==true && strstr(tmpMap,m_sMod)==NULL )
// if the map name doesn't have the mod dir in it
// and its not running the "valve" mod continue
{
cur=next;
continue;
}
if ( strchr(tmpMap,'/') ) // remove the directory part of the map name
{
strcpy(tmpMap,strrchr(tmpMap,'/')+1);
}
for(k=0;k<m_MapsList.Count();k++) // now check it doesn't already exist inside the map list...
{
if(!strncmp(tmpMap,m_MapsList[k].name,strlen(tmpMap)) )
{
break;
}
}
if(k==m_MapsList.Count() // the map wasn't found
&& !(tmpMap[0]=='c' && (tmpMap[1]>='1' && tmpMap[1]<='5')) // a heuristic to remove single player maps
&& !(tmpMap[0]=='t' && tmpMap[1]=='0') ) // from the list
{
Maps_t map;
// this map wasn't found already
v_strncpy(map.name,tmpMap,strlen(tmpMap)+1);
if( !strcmp("(fs)",mapsLine.GetToken(0)) )
{ // name
map.type=FS;
}
else
{
map.type=PAK;
}
m_MapsList.AddToTail(map);
i++;
} // if k == Count
} // CountToken
} // if not a Dir: or "----------"
cur=next;
}
m_bNewMapsList=true;
m_bIsRefreshing=false;
// notify the UI of the new server info
m_pResponseTarget->ServerResponded();
}
void CMapsList::ServerFailedToRespond()
{
// rcon failed
//m_pResponseTarget->ServerFailedToRespond();
}
void CMapsList::Refresh()
{
SendQuery();
}
bool CMapsList::IsRefreshing()
{
return m_bIsRefreshing;
}
serveritem_t &CMapsList::GetServer()
{
return m_Server;
}
bool CMapsList::NewMapsList()
{
return m_bNewMapsList;
}
CUtlVector<Maps_t> *CMapsList::GetMapsList()
{
m_bNewMapsList=false;
return &m_MapsList;
}
void CMapsList::SetPassword(const char *newPass)
{
m_pRcon->SetPassword(newPass);
m_bRconFailed=false;
}