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* Run 'CHostState::Think()' in the main thread. * Construct 'NetGameServer_t' objects in main thread before dispatching (TODO: browser). * Dispatch the call to 'CBanSystem::AddConnectionRefuse' from 'SV_IsClientBanned' to the main thread if we aren't main. * Return bool for CBanSystem::AddEntry and CBanSystem::DeleteEntry for future optimizations (next commit).
15 lines
518 B
C++
15 lines
518 B
C++
#pragma once
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#include "serverlisting.h"
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bool KeepAliveToPylon(const NetGameServer_t& netGameServer);
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class CPylon
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{
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public:
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vector<NetGameServer_t> GetServerList(string& svOutMessage);
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bool PostServerHost(string& svOutMessage, string& svOutToken, const NetGameServer_t& slServerListing);
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bool GetServerByToken(NetGameServer_t& slOutServer, string& svOutMessage, const string& svToken);
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bool GetClientIsBanned(const string& svIpAddress, uint64_t nOriginID, string& svOutErrCl);
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};
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extern CPylon* g_pMasterServer;
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