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//=====================================================================================//
//
// Purpose: Implementation of the pylon server backend.
//
// $NoKeywords: $
//=====================================================================================//
#include <core/stdafx.h>
#include <tier0/cvar.h>
#include <engine/net.h>
#include <engine/host_state.h>
#include <engine/sys_utils.h>
#include <squirrel/sqinit.h>
#include <networksystem/r5net.h>
#include <networksystem/pylon.h>
//-----------------------------------------------------------------------------
// Purpose: Send keep alive request to Pylon Master Server.
// NOTE: When Pylon update reaches indev remove this and implement properly.
//-----------------------------------------------------------------------------
void KeepAliveToPylon()
{
if (g_pHostState->m_bActiveGame && sv_pylonvisibility->GetBool()) // Check for active game.
{
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static ConVar* hostname = g_pCVar->FindVar("hostname");
static ConVar* hostport = g_pCVar->FindVar("hostport");
static ConVar* mp_gamemode = g_pCVar->FindVar("mp_gamemode");
std::string m_szHostToken = std::string();
std::string m_szHostRequestMessage = std::string();
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bool result = g_pR5net->PostServerHost(m_szHostRequestMessage, m_szHostToken,
ServerListing{
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hostname->GetString(),
std::string(g_pHostState->m_levelName),
"",
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hostport->GetString(),
mp_gamemode->GetString(),
false,
std::to_string(*g_nServerRemoteChecksum),
std::string(),
g_szNetKey.c_str()
}
);
}
}