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https://github.com/Mauler125/r5sdk.git
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Compile it as static object & renamed to more correct names. Also made the integral type for frame delay an unsigned int instead
139 lines
4.7 KiB
C++
139 lines
4.7 KiB
C++
//=============================================================================//
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//
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// Purpose:
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//
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//-----------------------------------------------------------------------------
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//
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//=============================================================================//
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#include "core/stdafx.h"
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#include "tier0/threadtools.h"
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#include "tier0/frametask.h"
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#include "tier1/cvar.h"
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#include "engine/cmd.h"
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#include "engine/net.h"
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#include "engine/host_state.h"
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#include "engine/server/server.h"
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#include "rtech/playlists/playlists.h"
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#include "pylon.h"
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#include "listmanager.h"
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CServerListManager::CServerListManager(void)
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: m_HostingStatus(EHostStatus_t::NOT_HOSTING)
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, m_ServerVisibility(EServerVisibility_t::OFFLINE)
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: get server list from pylon
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// Input : &svMessage -
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// Output : amount of servers found
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//-----------------------------------------------------------------------------
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size_t CServerListManager::RefreshServerList(string& svMessage)
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{
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ClearServerList();
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vector<NetGameServer_t> vServerList = g_MasterServer.GetServerList(svMessage);
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std::lock_guard<std::mutex> l(m_Mutex);
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m_vServerList = vServerList;
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return m_vServerList.size();
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}
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//-----------------------------------------------------------------------------
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// Purpose: clears the server list
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//-----------------------------------------------------------------------------
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void CServerListManager::ClearServerList(void)
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{
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std::lock_guard<std::mutex> l(m_Mutex);
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m_vServerList.clear();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Launch server with given parameters
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//-----------------------------------------------------------------------------
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void CServerListManager::LaunchServer(const bool bChangeLevel) const
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{
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if (!ThreadInMainThread())
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{
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g_TaskQueue.Dispatch([this, bChangeLevel]()
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{
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this->LaunchServer(bChangeLevel);
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}, 0);
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return;
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}
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Msg(eDLL_T::ENGINE, "Starting server with name: \"%s\" map: \"%s\" playlist: \"%s\"\n",
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m_Server.name.c_str(), m_Server.map.c_str(), m_Server.playlist.c_str());
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/*
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* Playlist gets parsed in two instances, first in Playlists_Parse() with all the necessary
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* values. Then when you would normally call launchplaylist which calls StartPlaylist it would cmd
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* call mp_gamemode which parses the gamemode specific part of the playlist..
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*/
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v_Playlists_Parse(m_Server.playlist.c_str());
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mp_gamemode->SetValue(m_Server.playlist.c_str());
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ProcessCommand(Format("%s \"%s\"", bChangeLevel ? "changelevel" : "map", m_Server.map.c_str()).c_str());
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}
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//-----------------------------------------------------------------------------
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// Purpose: connects to specified server
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// Input : &svIp -
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// nPort -
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// &svNetKey -
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//-----------------------------------------------------------------------------
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void CServerListManager::ConnectToServer(const string& svIp, const int nPort, const string& svNetKey) const
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{
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if (!ThreadInMainThread())
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{
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g_TaskQueue.Dispatch([this, svIp, nPort, svNetKey]()
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{
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this->ConnectToServer(svIp, nPort, svNetKey);
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}, 0);
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return;
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}
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if (!svNetKey.empty())
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{
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NET_SetKey(svNetKey);
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}
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ProcessCommand(Format("%s \"[%s]:%i\"", "connect", svIp.c_str(), nPort).c_str());
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}
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//-----------------------------------------------------------------------------
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// Purpose: connects to specified server
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// Input : &svServer -
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// &svNetKey -
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//-----------------------------------------------------------------------------
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void CServerListManager::ConnectToServer(const string& svServer, const string& svNetKey) const
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{
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if (!ThreadInMainThread())
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{
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g_TaskQueue.Dispatch([this, svServer, svNetKey]()
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{
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this->ConnectToServer(svServer, svNetKey);
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}, 0);
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return;
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}
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if (!svNetKey.empty())
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{
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NET_SetKey(svNetKey);
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}
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ProcessCommand(Format("%s \"%s\"", "connect", svServer.c_str()).c_str());
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}
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//-----------------------------------------------------------------------------
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// Purpose: executes submitted commands in a separate thread
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// Input : *pszCommand -
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//-----------------------------------------------------------------------------
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void CServerListManager::ProcessCommand(const char* pszCommand) const
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{
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Cbuf_AddText(Cbuf_GetCurrentPlayer(), pszCommand, cmd_source_t::kCommandSrcCode);
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}
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CServerListManager g_ServerListManager; |