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* Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
28 lines
784 B
C++
28 lines
784 B
C++
#pragma once
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#include "serverlisting.h"
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namespace R5Net
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{
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class Client
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{
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public:
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Client(std::string serverString) : m_HttpClient(serverString.c_str())
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{
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m_HttpClient.set_connection_timeout(10);
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}
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std::vector<ServerListing> GetServersList(std::string& svOutMessage);
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bool PostServerHost(std::string& svOutMessage, std::string& svOutToken, const ServerListing& slServerListing);
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bool GetServerByToken(ServerListing& slOutServer, std::string& svOutMessage, const std::string svToken);
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bool GetClientIsBanned(std::string svIpAddress, std::int64_t nOriginID, std::string& svOutErrCl);
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std::string GetSDKVersion();
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Client* pR5net = nullptr;
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Client* GetR5Net() { return pR5net; }
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private:
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httplib::Client m_HttpClient;
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};
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}
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extern R5Net::Client* g_pR5net;
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