DOOM-3-BFG

DOOM 3 BFG Edition
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sys_dedicated_server_search.cpp (4893B)


      1 /*
      2 ===========================================================================
      3 
      4 Doom 3 BFG Edition GPL Source Code
      5 Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. 
      6 
      7 This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").  
      8 
      9 Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
     10 it under the terms of the GNU General Public License as published by
     11 the Free Software Foundation, either version 3 of the License, or
     12 (at your option) any later version.
     13 
     14 Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
     15 but WITHOUT ANY WARRANTY; without even the implied warranty of
     16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
     17 GNU General Public License for more details.
     18 
     19 You should have received a copy of the GNU General Public License
     20 along with Doom 3 BFG Edition Source Code.  If not, see <http://www.gnu.org/licenses/>.
     21 
     22 In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code.  If not, please request a copy in writing from id Software at the address below.
     23 
     24 If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
     25 
     26 ===========================================================================
     27 */
     28 #pragma hdrstop
     29 
     30 #include "../idlib/precompiled.h"
     31 #include "sys_lobby_backend.h"
     32 #include "sys_dedicated_server_search.h"
     33 
     34 /*
     35 ========================
     36 idDedicatedServerSearch::idDedicatedServerSearch
     37 ========================
     38 */
     39 idDedicatedServerSearch::idDedicatedServerSearch() :
     40 	callback( NULL ) {
     41 }
     42 
     43 /*
     44 ========================
     45 idDedicatedServerSearch::~idDedicatedServerSearch
     46 ========================
     47 */
     48 idDedicatedServerSearch::~idDedicatedServerSearch() {
     49 	if ( callback != NULL ) {
     50 		delete callback;
     51 	}
     52 }
     53 
     54 
     55 
     56 /*
     57 ========================
     58 idDedicatedServerSearch::StartSearch
     59 ========================
     60 */
     61 void idDedicatedServerSearch::StartSearch( const idCallback & cb ) {
     62 	Clear();
     63 	callback = cb.Clone();
     64 }
     65 
     66 /*
     67 ========================
     68 idDedicatedServerSearch::Clear
     69 ========================
     70 */
     71 void idDedicatedServerSearch::Clear() {
     72 	if ( callback != NULL ) {
     73 		delete callback;
     74 		callback = NULL;
     75 	}
     76 	list.Clear();
     77 }
     78 
     79 /*
     80 ========================
     81 idDedicatedServerSearch::Clear
     82 ========================
     83 */
     84 void idDedicatedServerSearch::HandleQueryAck( lobbyAddress_t & addr, idBitMsg & msg ) {
     85 	bool found = false;
     86 	// Find the server this ack belongs to
     87 	for ( int i = 0; i < list.Num(); i++ ) {
     88 		serverInfoDedicated_t & query = list[i];
     89 
     90 
     91 		if ( query.addr.Compare( addr ) ) {
     92 			// Found the server
     93 			found = true;
     94 				
     95 			bool canJoin = msg.ReadBool();
     96 				
     97 			if ( !canJoin ) {
     98 				// If we can't join this server, then remove it
     99 				list.RemoveIndex( i-- );
    100 				break;
    101 			}
    102 				
    103 			query.serverInfo.Read( msg );
    104 			query.connectedPlayers.Clear();
    105 			for ( int i = 0; i < query.serverInfo.numPlayers; i++ ) {
    106 				idStr user;
    107 				msg.ReadString( user );
    108 				query.connectedPlayers.Append( user );
    109 			}
    110 			break;
    111 		}
    112 	}
    113 
    114 	if ( !found ) {
    115 		bool canJoin = msg.ReadBool();
    116 		if ( canJoin ) {
    117 			serverInfoDedicated_t newServer;
    118 			newServer.addr = addr;
    119 			newServer.serverInfo.Read( msg );
    120 			if ( newServer.serverInfo.serverName.IsEmpty() ) {
    121 				newServer.serverInfo.serverName = addr.ToString();
    122 			}
    123 			newServer.connectedPlayers.Clear();
    124 			for ( int i = 0; i < newServer.serverInfo.numPlayers; i++ ) {
    125 				idStr user;
    126 				msg.ReadString( user );
    127 				newServer.connectedPlayers.Append( user );
    128 			}
    129 			list.Append( newServer );
    130 		}
    131 	}
    132 
    133 
    134 	if ( callback != NULL ) {
    135 		callback->Call();
    136 	}
    137 }
    138 
    139 /*
    140 ========================
    141 idDedicatedServerSearch::GetAddrAtIndex
    142 ========================
    143 */
    144 bool idDedicatedServerSearch::GetAddrAtIndex( netadr_t & addr, int i ) {
    145 	if ( i >= 0 && i < list.Num() ) {
    146 		addr = list[i].addr.netAddr;
    147 		return true;
    148 	}
    149 	return false;
    150 }
    151 
    152 /*
    153 ========================
    154 idDedicatedServerSearch::DescribeServerAtIndex
    155 ========================
    156 */
    157 const serverInfo_t * idDedicatedServerSearch::DescribeServerAtIndex( int i ) const {
    158 	if ( i >= 0 && i < list.Num() ) {
    159 		return &list[i].serverInfo;
    160 	}
    161 	return NULL;
    162 }
    163 
    164 /*
    165 ========================
    166 idDedicatedServerSearch::GetServerPlayersAtIndex
    167 ========================
    168 */
    169 const idList< idStr > * idDedicatedServerSearch::GetServerPlayersAtIndex( int i ) const {
    170 	if ( i >= 0 && i < list.Num() ) {
    171 		return &list[i].connectedPlayers;
    172 	}
    173 	return NULL;
    174 }
    175 
    176 /*
    177 ========================
    178 idDedicatedServerSearch::NumServers
    179 ========================
    180 */
    181 int idDedicatedServerSearch::NumServers() const {
    182 	return list.Num();
    183 }