r5sdk/r5dev/networksystem/listmanager.cpp

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//=============================================================================//
//
// Purpose:
//
//-----------------------------------------------------------------------------
//
//=============================================================================//
#include "core/stdafx.h"
#include "tier0/threadtools.h"
#include "tier0/frametask.h"
#include "tier1/cvar.h"
#include "engine/cmd.h"
#include "engine/net.h"
#include "engine/host_state.h"
#include "engine/server/server.h"
#include "vpc/keyvalues.h"
#include "pylon.h"
#include "listmanager.h"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CServerListManager::CServerListManager(void)
: m_HostingStatus(EHostStatus_t::NOT_HOSTING)
, m_ServerVisibility(EServerVisibility_t::OFFLINE)
{
}
//-----------------------------------------------------------------------------
// Purpose: get server list from pylon
// Input : &svMessage -
// Output : amount of servers found
//-----------------------------------------------------------------------------
size_t CServerListManager::RefreshServerList(string& svMessage)
{
ClearServerList();
vector<NetGameServer_t> vServerList = g_pMasterServer->GetServerList(svMessage);
std::lock_guard<std::mutex> l(m_Mutex);
m_vServerList = vServerList;
return m_vServerList.size();
}
//-----------------------------------------------------------------------------
// Purpose: clears the server list
//-----------------------------------------------------------------------------
void CServerListManager::ClearServerList(void)
{
std::lock_guard<std::mutex> l(m_Mutex);
m_vServerList.clear();
}
//-----------------------------------------------------------------------------
// Purpose: Launch server with given parameters
//-----------------------------------------------------------------------------
void CServerListManager::LaunchServer(const bool bChangeLevel) const
{
if (!ThreadInMainThread())
{
g_TaskScheduler->Dispatch([this, bChangeLevel]()
{
this->LaunchServer(bChangeLevel);
}, 0);
return;
}
Msg(eDLL_T::ENGINE, "Starting server with name: \"%s\" map: \"%s\" playlist: \"%s\"\n",
m_Server.m_svHostName.c_str(), m_Server.m_svHostMap.c_str(), m_Server.m_svPlaylist.c_str());
/*
* Playlist gets parsed in two instances, first in KeyValues::ParsePlaylists with all the necessary
* values. Then when you would normally call launchplaylist which calls StartPlaylist it would cmd
* call mp_gamemode which parses the gamemode specific part of the playlist..
*/
KeyValues::ParsePlaylists(m_Server.m_svPlaylist.c_str());
mp_gamemode->SetValue(m_Server.m_svPlaylist.c_str());
ProcessCommand(Format("%s \"%s\"", bChangeLevel ? "changelevel" : "map", m_Server.m_svHostMap.c_str()).c_str());
}
//-----------------------------------------------------------------------------
// Purpose: connects to specified server
// Input : &svIp -
// &svPort -
// &svNetKey -
//-----------------------------------------------------------------------------
void CServerListManager::ConnectToServer(const string& svIp, const string& svPort, const string& svNetKey) const
{
if (!ThreadInMainThread())
{
g_TaskScheduler->Dispatch([this, svIp, svPort, svNetKey]()
{
this->ConnectToServer(svIp, svPort, svNetKey);
}, 0);
return;
}
if (!svNetKey.empty())
{
NET_SetKey(svNetKey);
}
ProcessCommand(Format("%s \"[%s]:%s\"", "connect", svIp.c_str(), svPort.c_str()).c_str());
}
//-----------------------------------------------------------------------------
// Purpose: connects to specified server
// Input : &svServer -
// &svNetKey -
//-----------------------------------------------------------------------------
void CServerListManager::ConnectToServer(const string& svServer, const string& svNetKey) const
{
if (!ThreadInMainThread())
{
g_TaskScheduler->Dispatch([this, svServer, svNetKey]()
{
this->ConnectToServer(svServer, svNetKey);
}, 0);
return;
}
if (!svNetKey.empty())
{
NET_SetKey(svNetKey);
}
ProcessCommand(Format("%s \"%s\"", "connect", svServer.c_str()).c_str());
}
//-----------------------------------------------------------------------------
// Purpose: executes submitted commands in a separate thread
// Input : *pszCommand -
//-----------------------------------------------------------------------------
void CServerListManager::ProcessCommand(const char* pszCommand) const
{
Cbuf_AddText(Cbuf_GetCurrentPlayer(), pszCommand, cmd_source_t::kCommandSrcCode);
//g_TaskScheduler->Dispatch(Cbuf_Execute, 0); // Run in main thread.
}
CServerListManager* g_pServerListManager = new CServerListManager();