Kawe Mazidjatari b753295a49 SDK improvements
* Dedicated SDK now supports ASLR enabled executables.
* Complete removal of CEngineClient on the dedicated server.
* Complete removal of gHLClient and g_pHLClient on the dedicated server.
* Performance improvements for the dedicated server frame loop.
* ConVar 'CVCallback_t' structure rebuild.
* Reduced overhead throughout SDK.
2022-04-14 19:18:59 +02:00

42 lines
1.3 KiB
C++

//=====================================================================================//
//
// Purpose: Implementation of the pylon server backend.
//
// $NoKeywords: $
//=====================================================================================//
#include <core/stdafx.h>
#include <tier1/cvar.h>
#include <engine/net.h>
#include <engine/host_state.h>
#include <engine/sys_utils.h>
#include <squirrel/sqinit.h>
#include <networksystem/r5net.h>
#include <networksystem/pylon.h>
//-----------------------------------------------------------------------------
// 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();
bool result = g_pR5net->PostServerHost(m_szHostRequestMessage, m_szHostToken,
ServerListing{
hostname->GetString(),
std::string(g_pHostState->m_levelName),
"",
hostport->GetString(),
mp_gamemode->GetString(),
false,
std::to_string(*g_nServerRemoteChecksum),
std::string(),
g_szNetKey.c_str()
}
);
}
}