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 "serverinfo.h"
#include "Iresponse.h"
#include "ServerInfoMsgHandler.h"
#include "Socket.h"
#include "proto_oob.h"
#include "DialogGameInfo.h"
extern void v_strncpy(char *dest, const char *src, int bufsize);
namespace
{
const float SERVER_TIMEOUT =5.0f; // timeout before failing
}
typedef enum
{
NONE = 0,
INFO_REQUESTED,
INFO_RECEIVED
} RCONSTATUS;
CServerInfo::CServerInfo(IResponse *target,serveritem_t &server) {
memcpy(&m_Server, &server,sizeof(serveritem_t));
m_pResponseTarget=target;
m_bIsRefreshing=false;
int bytecode = S2A_INFO_DETAILED;
m_pQuery = new CSocket("internet server query", -1);
m_pQuery->AddMessageHandler(new CServerInfoMsgHandlerDetails(this, CMsgHandler::MSGHANDLER_ALL, &bytecode));
m_fSendTime= 0;
}
CServerInfo::~CServerInfo() {
delete m_pQuery;
}
//-----------------------------------------------------------------------------
// Purpose: sends a status query packet to a single server
//-----------------------------------------------------------------------------
void CServerInfo::Query()
{
CMsgBuffer *buffer = m_pQuery->GetSendBuffer();
assert( buffer );
if ( !buffer )
{
return;
}
m_bIsRefreshing=true;
m_bRefreshed=false;
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("infostring");
// Sendmessage
m_pQuery->SendMessage( &adr );
m_fSendTime = CSocket::GetClock();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CServerInfo::RunFrame()
{
float curtime = CSocket::GetClock();
if(m_fSendTime!=0 && (curtime-m_fSendTime)> 5.0f) // 10 seconds timeout
{
m_fSendTime = 0;
m_pResponseTarget->ServerFailedToRespond();
}
if (m_pQuery)
{
m_pQuery->Frame();
}
}
void CServerInfo::UpdateServer(netadr_t *adr, bool proxy, const char *serverName, const char *map,
const char *gamedir, const char *gameDescription, int players,
int maxPlayers, float recvTime, bool password)
{
m_Server.received = INFO_RECEIVED;
m_Server.hadSuccessfulResponse = true;
// copy in data necessary for filters
v_strncpy(m_Server.gameDir, gamedir, sizeof(m_Server.gameDir) - 1);
v_strncpy(m_Server.map, map, sizeof(m_Server.map) - 1);
v_strncpy(m_Server.name, serverName, sizeof(m_Server.name) - 1);
v_strncpy(m_Server.gameDescription, gameDescription, sizeof(m_Server.gameDescription) - 1);
m_Server.players = players;
m_Server.maxPlayers = maxPlayers;
m_Server.proxy = proxy;
m_Server.password = password;
int ping = (int)((recvTime - m_fSendTime) * 1000);
if (ping > 3000 || ping < 0)
{
// make sure ping is valid
ping = 1200;
}
// add to ping times list
// server.pings[0] = server.pings[1];
// server.pings[1] = server.pings[2];
// server.pings[2] = ping;
// calculate ping
// ping = CalculateAveragePing(server);
m_Server.ping = ping;
m_bIsRefreshing=false;
m_bRefreshed=true;
m_fSendTime = 0;
// notify the UI of the new server info
m_pResponseTarget->ServerResponded();
}
void CServerInfo::Refresh()
{
Query();
}
bool CServerInfo::IsRefreshing()
{
return m_bIsRefreshing;
}
serveritem_t &CServerInfo::GetServer()
{
return m_Server;
}
bool CServerInfo::Refreshed()
{
bool val = m_bRefreshed;
m_bRefreshed=false;
return val;
}