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* Add Cbuf_AddText and Cbuf_Execute signatures. * Remove additional VGui stuff from dedicated statemachine. * Move signatures to their respective headers. * De-inline 'CHostState::FrameUpdate()' * Ported al new patters to GAMEDLL_S1, CEngine still recreation needs extra work
42 lines
1.4 KiB
C++
42 lines
1.4 KiB
C++
//=====================================================================================//
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//
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// Purpose: Implementation of the pylon server backend.
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//
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// $NoKeywords: $
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//=====================================================================================//
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#include <core/stdafx.h>
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#include <tier0/cvar.h>
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#include <engine/host_state.h>
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#include <engine/sys_utils.h>
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#include <engine/net_chan.h>
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#include <squirrel/sqinit.h>
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#include <networksystem/r5net.h>
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#include <networksystem/pylon.h>
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//-----------------------------------------------------------------------------
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// Purpose: Send keep alive request to Pylon Master Server.
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// NOTE: When Pylon update reaches indev remove this and implement properly.
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//-----------------------------------------------------------------------------
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void KeepAliveToPylon()
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{
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if (g_pHostState->m_bActiveGame && sv_pylonvisibility->GetBool()) // Check for active game.
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{
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std::string m_szHostToken = std::string();
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std::string m_szHostRequestMessage = std::string();
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DevMsg(eDLL_T::SERVER, "Sending PostServerHost request\n");
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bool result = g_pR5net->PostServerHost(m_szHostRequestMessage, m_szHostToken,
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ServerListing{
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g_pCVar->FindVar("hostname")->GetString(),
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std::string(g_pHostState->m_levelName),
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"",
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g_pCVar->FindVar("hostport")->GetString(),
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g_pCVar->FindVar("mp_gamemode")->GetString(),
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false,
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std::to_string(*g_nServerRemoteChecksum),
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std::string(),
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g_szNetKey.c_str()
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}
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);
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}
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} |