//=====================================================================================// // // Purpose: Implementation of the pylon server backend. // // $NoKeywords: $ //=====================================================================================// #include #include #include #include #include #include #include #include #include #include //----------------------------------------------------------------------------- // Purpose: Send keep alive request to Pylon Master Server. // NOTE: When Pylon update reaches indev remove this and implement properly. //----------------------------------------------------------------------------- void KeepAliveToPylon() { #ifndef CLIENT_DLL if (g_pHostState->m_bActiveGame && sv_pylonVisibility->GetBool()) // Check for active game. { std::string m_szHostToken = std::string(); std::string m_szHostRequestMessage = std::string(); bool result = g_pR5net->PostServerHost(m_szHostRequestMessage, m_szHostToken, NetGameServer_t { hostname->GetString(), "", // description. "", // password. sv_pylonVisibility->GetInt() == 1, g_pHostState->m_levelName, mp_gamemode->GetString(), hostip->GetString(), hostport->GetInt(), g_svNetKey.c_str(), std::to_string(*g_nServerRemoteChecksum), SDK_VERSION, "", g_pServer->GetNumHumanPlayers() + g_pServer->GetNumFakeClients(), g_ServerGlobalVariables->m_nMaxClients } ); } #endif // !CLIENT_DLL }