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52 lines
1.8 KiB
C++
52 lines
1.8 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 <tier1/cvar.h>
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#include <engine/net.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/server/server.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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#include <public/include/edict.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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#ifndef CLIENT_DLL
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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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bool result = g_pR5net->PostServerHost(m_szHostRequestMessage, m_szHostToken,
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NetGameServer_t
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{
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hostname->GetString(),
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"", // description.
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"", // password.
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sv_pylonVisibility->GetInt() == 1,
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g_pHostState->m_levelName,
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mp_gamemode->GetString(),
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hostip->GetString(),
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hostport->GetInt(),
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g_svNetKey.c_str(),
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std::to_string(*g_nServerRemoteChecksum),
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SDK_VERSION,
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"",
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g_pServer->GetNumHumanPlayers() + g_pServer->GetNumFakeClients(),
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g_ServerGlobalVariables->m_nMaxClients
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}
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);
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}
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#endif // !CLIENT_DLL
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} |