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 "playerlist.h"
#include "Iresponse.h"
#include "PlayerMsgHandler.h"
#include "Socket.h"
#include "proto_oob.h"
#include "DialogGameInfo.h"
#include "inetapi.h"
#include "TokenLine.h"
#include "dialogkickplayer.h"
extern void v_strncpy(char *dest, const char *src, int bufsize);
typedef enum
{
NONE = 0,
INFO_REQUESTED,
INFO_RECEIVED
} RCONSTATUS;
CPlayerList::CPlayerList(IResponse *target,serveritem_t &server, const char *rconPassword) {
memcpy(&m_Server, &server,sizeof(serveritem_t));
m_pResponseTarget=target;
m_bIsRefreshing=false;
m_bNewPlayerList=false;
m_bRconFailed=false;
v_strncpy(m_szRconPassword,rconPassword,100);
m_pRcon = new CRcon(this , server,rconPassword);
m_PlayerList=NULL;
m_pPlayerInfoMsg=NULL;
m_pQuery = new CSocket("internet player query", -1);
}
CPlayerList::~CPlayerList() {
delete m_pQuery;
delete m_pRcon;
}
//-----------------------------------------------------------------------------
// Purpose: sends a status query packet to a single server
//-----------------------------------------------------------------------------
void CPlayerList::SendQuery()
{
CMsgBuffer *buffer = m_pQuery->GetSendBuffer();
assert( buffer );
if ( !buffer )
{
return;
}
int bytecode = S2A_PLAYER;
if ( m_pPlayerInfoMsg != NULL )
{
delete m_pPlayerInfoMsg;
}
m_pPlayerInfoMsg=new CPlayerMsgHandlerDetails(this, &m_PlayerList,CMsgHandler::MSGHANDLER_ALL, &bytecode);
m_pQuery->AddMessageHandler(m_pPlayerInfoMsg);
m_bIsRefreshing=true;
netadr_t adr;
adr.ip[0] = m_Server.ip[0];
adr.ip[1] = m_Server.ip[1];
adr.ip[2] = m_Server.ip[2];
adr.ip[3] = m_Server.ip[3];
adr.port = (m_Server.port & 0xff) << 8 | (m_Server.port & 0xff00) >> 8;
adr.type = NA_IP;
// Set state
m_Server.received = (int)INFO_REQUESTED;
// Create query message
buffer->Clear();
// Write control sequence
buffer->WriteLong(0xffffffff);
// Write query string
buffer->WriteString("players");
// Sendmessage
m_pQuery->SendMessage( &adr );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerList::RunFrame()
{
if (m_pQuery && m_bIsRefreshing)
{
m_pQuery->Frame();
}
if(m_pRcon)
{
m_pRcon->RunFrame();
}
}
void CPlayerList::ServerResponded()
{
const char *rconResp = m_pRcon->RconResponse();
const char *cur = strstr(rconResp,"name userid uniqueid frag time ping loss adr\n")
+ strlen("name userid uniqueid frag time ping loss adr\n");
// status format:
// # name userid uniqueid frag time ping loss adr
// # 1 "Player" 1 4294967295 0 30:56 22 0 192.168.3.64:27005
for(int i=0;i<m_PlayerList.Count();i++)
{
if(cur!=NULL)
{
TokenLine playerLine;
playerLine.SetLine(cur);
if(playerLine.CountToken() >= 9 )
{
// playerLine.GetToken(1); // count
// playerLine.GetToken(2); // player name
// char *player= playerLine.GetToken(2);
m_PlayerList[i].userid=atoi(playerLine.GetToken(3)); // userid
v_strncpy(m_PlayerList[i].authid,playerLine.GetToken(4),20); // authid
//playerLine.GetToken(5); // frag
// playerLine.GetToken(6); // time
m_PlayerList[i].ping=atoi(playerLine.GetToken(7)); //ping
m_PlayerList[i].loss=atoi(playerLine.GetToken(8)); // loss
// playerLine.GetToken(9); // adr
}
cur=strchr(cur,'\n')+1;
}
}
m_bNewPlayerList=true;
m_bIsRefreshing=false;
// notify the UI of the new server info
m_pResponseTarget->ServerResponded();
}
void CPlayerList::ServerFailedToRespond()
{
m_bNewPlayerList=true;
m_bIsRefreshing=false;
if(m_bRconFailed==false)
{
m_bRconFailed=true;
// CDialogKickPlayer *box = new CDialogKickPlayer();
//box->addActionSignalTarget(this);
// box->Activate("","Bad Rcon Password","badrcon");
}
// rcon failed BUT we still have some valid data :)
m_pResponseTarget->ServerResponded();
}
void CPlayerList::UpdateServer()
{
m_pQuery->RemoveMessageHandler(m_pPlayerInfoMsg);
// you CANNOT delete this handler because we are inside of it at the moment... (yes, this was an ugly bug)
// delete m_pPlayerInfoMsg;
// now use "rcon status" to pull extra info about the players
m_pRcon->SendRcon("status");
}
void CPlayerList::Refresh()
{
SendQuery();
}
bool CPlayerList::IsRefreshing()
{
return m_bIsRefreshing;
}
serveritem_t &CPlayerList::GetServer()
{
return m_Server;
}
bool CPlayerList::NewPlayerList()
{
return m_bNewPlayerList;
}
CUtlVector<Players_t> *CPlayerList::GetPlayerList()
{
m_bNewPlayerList=false;
return &m_PlayerList;
}
void CPlayerList::SetPassword(const char *newPass)
{
m_pRcon->SetPassword(newPass);
m_bRconFailed=false;
}