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187 lines
3.9 KiB
187 lines
3.9 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: defines a RCon class used to send rcon commands to remote servers
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//
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// $NoKeywords: $
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//=============================================================================
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#include "serverinfo.h"
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#include "Iresponse.h"
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#include "ServerInfoMsgHandler.h"
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#include "Socket.h"
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#include "proto_oob.h"
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#include "DialogGameInfo.h"
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extern void v_strncpy(char *dest, const char *src, int bufsize);
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namespace
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{
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const float SERVER_TIMEOUT =5.0f; // timeout before failing
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}
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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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} RCONSTATUS;
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CServerInfo::CServerInfo(IResponse *target,serveritem_t &server) {
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memcpy(&m_Server, &server,sizeof(serveritem_t));
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m_pResponseTarget=target;
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m_bIsRefreshing=false;
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int bytecode = S2A_INFO_DETAILED;
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m_pQuery = new CSocket("internet server query", -1);
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m_pQuery->AddMessageHandler(new CServerInfoMsgHandlerDetails(this, CMsgHandler::MSGHANDLER_ALL, &bytecode));
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m_fSendTime= 0;
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}
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CServerInfo::~CServerInfo() {
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delete m_pQuery;
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}
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//-----------------------------------------------------------------------------
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// Purpose: sends a status query packet to a single server
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//-----------------------------------------------------------------------------
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void CServerInfo::Query()
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{
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CMsgBuffer *buffer = m_pQuery->GetSendBuffer();
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assert( buffer );
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if ( !buffer )
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{
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return;
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}
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m_bIsRefreshing=true;
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m_bRefreshed=false;
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netadr_t adr;
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adr.ip[0] = m_Server.ip[0];
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adr.ip[1] = m_Server.ip[1];
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adr.ip[2] = m_Server.ip[2];
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adr.ip[3] = m_Server.ip[3];
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adr.port = (m_Server.port & 0xff) << 8 | (m_Server.port & 0xff00) >> 8;
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adr.type = NA_IP;
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// Set state
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m_Server.received = (int)INFO_REQUESTED;
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// Create query message
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buffer->Clear();
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// Write control sequence
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buffer->WriteLong(0xffffffff);
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// Write query string
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buffer->WriteString("infostring");
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// Sendmessage
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m_pQuery->SendMessage( &adr );
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m_fSendTime = CSocket::GetClock();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CServerInfo::RunFrame()
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{
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float curtime = CSocket::GetClock();
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if(m_fSendTime!=0 && (curtime-m_fSendTime)> 5.0f) // 10 seconds timeout
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{
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m_fSendTime = 0;
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m_pResponseTarget->ServerFailedToRespond();
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}
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if (m_pQuery)
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{
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m_pQuery->Frame();
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}
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}
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void CServerInfo::UpdateServer(netadr_t *adr, bool proxy, const char *serverName, const char *map,
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const char *gamedir, const char *gameDescription, int players,
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int maxPlayers, float recvTime, bool password)
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{
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m_Server.received = INFO_RECEIVED;
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m_Server.hadSuccessfulResponse = true;
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// copy in data necessary for filters
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v_strncpy(m_Server.gameDir, gamedir, sizeof(m_Server.gameDir) - 1);
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v_strncpy(m_Server.map, map, sizeof(m_Server.map) - 1);
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v_strncpy(m_Server.name, serverName, sizeof(m_Server.name) - 1);
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v_strncpy(m_Server.gameDescription, gameDescription, sizeof(m_Server.gameDescription) - 1);
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m_Server.players = players;
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m_Server.maxPlayers = maxPlayers;
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m_Server.proxy = proxy;
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m_Server.password = password;
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int ping = (int)((recvTime - m_fSendTime) * 1000);
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if (ping > 3000 || ping < 0)
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{
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// make sure ping is valid
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ping = 1200;
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}
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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] = ping;
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// calculate ping
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// ping = CalculateAveragePing(server);
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m_Server.ping = ping;
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m_bIsRefreshing=false;
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m_bRefreshed=true;
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m_fSendTime = 0;
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// notify the UI of the new server info
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m_pResponseTarget->ServerResponded();
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}
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void CServerInfo::Refresh()
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{
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Query();
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}
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bool CServerInfo::IsRefreshing()
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{
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return m_bIsRefreshing;
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}
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serveritem_t &CServerInfo::GetServer()
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{
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return m_Server;
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}
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bool CServerInfo::Refreshed()
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{
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bool val = m_bRefreshed;
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m_bRefreshed=false;
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return val;
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}
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