//=====================================================================================// // // Purpose: Implementation of the pylon server backend. // // $NoKeywords: $ //=====================================================================================// #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() { if (g_pHostState->m_bActiveGame && sv_pylonvisibility->GetBool()) // Check for active game. { std::string m_szHostToken = std::string(); std::string m_szHostRequestMessage = std::string(); DevMsg(eDLL_T::SERVER, "Sending PostServerHost request\n"); bool result = g_pR5net->PostServerHost(m_szHostRequestMessage, m_szHostToken, ServerListing{ g_pCVar->FindVar("hostname")->GetString(), std::string(g_pHostState->m_levelName), "", g_pCVar->FindVar("hostport")->GetString(), g_pCVar->FindVar("mp_gamemode")->GetString(), false, std::to_string(*g_nServerRemoteChecksum), std::string(), g_szNetKey.c_str() } ); } }