mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2024-12-22 17:47:38 +08:00
3957adff10
Recompiled tier1 and mathlib for all platforms will come in next commit.
252 lines
7.7 KiB
C++
252 lines
7.7 KiB
C++
//========= Copyright <20> 1996-2008, Valve LLC, All rights reserved. ============
|
||
//
|
||
// Purpose:
|
||
//
|
||
// $NoKeywords: $
|
||
//=============================================================================
|
||
|
||
#ifndef MATCHMAKINGTYPES_H
|
||
#define MATCHMAKINGTYPES_H
|
||
|
||
#ifdef _WIN32
|
||
#pragma once
|
||
#endif
|
||
|
||
#ifdef POSIX
|
||
#ifndef _snprintf
|
||
#define _snprintf snprintf
|
||
#endif
|
||
#endif
|
||
|
||
#include <stdio.h>
|
||
#include <string.h>
|
||
|
||
//
|
||
// Max size (in bytes of UTF-8 data, not in characters) of server fields, including null terminator.
|
||
// WARNING: These cannot be changed easily, without breaking clients using old interfaces.
|
||
//
|
||
const int k_cbMaxGameServerGameDir = 32;
|
||
const int k_cbMaxGameServerMapName = 32;
|
||
const int k_cbMaxGameServerGameDescription = 64;
|
||
const int k_cbMaxGameServerName = 64;
|
||
const int k_cbMaxGameServerTags = 128;
|
||
const int k_cbMaxGameServerGameData = 2048;
|
||
|
||
/// Store key/value pair used in matchmaking queries.
|
||
///
|
||
/// Actually, the name Key/Value is a bit misleading. The "key" is better
|
||
/// understood as "filter operation code" and the "value" is the operand to this
|
||
/// filter operation. The meaning of the operand depends upon the filter.
|
||
struct MatchMakingKeyValuePair_t
|
||
{
|
||
MatchMakingKeyValuePair_t() { m_szKey[0] = m_szValue[0] = 0; }
|
||
MatchMakingKeyValuePair_t( const char *pchKey, const char *pchValue )
|
||
{
|
||
strncpy( m_szKey, pchKey, sizeof(m_szKey) ); // this is a public header, use basic c library string funcs only!
|
||
m_szKey[ sizeof( m_szKey ) - 1 ] = '\0';
|
||
strncpy( m_szValue, pchValue, sizeof(m_szValue) );
|
||
m_szValue[ sizeof( m_szValue ) - 1 ] = '\0';
|
||
}
|
||
char m_szKey[ 256 ];
|
||
char m_szValue[ 256 ];
|
||
};
|
||
|
||
|
||
enum EMatchMakingServerResponse
|
||
{
|
||
eServerResponded = 0,
|
||
eServerFailedToRespond,
|
||
eNoServersListedOnMasterServer // for the Internet query type, returned in response callback if no servers of this type match
|
||
};
|
||
|
||
// servernetadr_t is all the addressing info the serverbrowser needs to know about a game server,
|
||
// namely: its IP, its connection port, and its query port.
|
||
class servernetadr_t
|
||
{
|
||
public:
|
||
|
||
servernetadr_t() : m_usConnectionPort( 0 ), m_usQueryPort( 0 ), m_unIP( 0 ) {}
|
||
|
||
void Init( unsigned int ip, uint16 usQueryPort, uint16 usConnectionPort );
|
||
#ifdef NETADR_H
|
||
netadr_t GetIPAndQueryPort();
|
||
#endif
|
||
|
||
// Access the query port.
|
||
uint16 GetQueryPort() const;
|
||
void SetQueryPort( uint16 usPort );
|
||
|
||
// Access the connection port.
|
||
uint16 GetConnectionPort() const;
|
||
void SetConnectionPort( uint16 usPort );
|
||
|
||
// Access the IP
|
||
uint32 GetIP() const;
|
||
void SetIP( uint32 );
|
||
|
||
// This gets the 'a.b.c.d:port' string with the connection port (instead of the query port).
|
||
const char *GetConnectionAddressString() const;
|
||
const char *GetQueryAddressString() const;
|
||
|
||
// Comparison operators and functions.
|
||
bool operator<(const servernetadr_t &netadr) const;
|
||
void operator=( const servernetadr_t &that )
|
||
{
|
||
m_usConnectionPort = that.m_usConnectionPort;
|
||
m_usQueryPort = that.m_usQueryPort;
|
||
m_unIP = that.m_unIP;
|
||
}
|
||
|
||
|
||
private:
|
||
const char *ToString( uint32 unIP, uint16 usPort ) const;
|
||
uint16 m_usConnectionPort; // (in HOST byte order)
|
||
uint16 m_usQueryPort;
|
||
uint32 m_unIP;
|
||
};
|
||
|
||
|
||
inline void servernetadr_t::Init( unsigned int ip, uint16 usQueryPort, uint16 usConnectionPort )
|
||
{
|
||
m_unIP = ip;
|
||
m_usQueryPort = usQueryPort;
|
||
m_usConnectionPort = usConnectionPort;
|
||
}
|
||
|
||
#ifdef NETADR_H
|
||
inline netadr_t servernetadr_t::GetIPAndQueryPort()
|
||
{
|
||
return netadr_t( m_unIP, m_usQueryPort );
|
||
}
|
||
#endif
|
||
|
||
inline uint16 servernetadr_t::GetQueryPort() const
|
||
{
|
||
return m_usQueryPort;
|
||
}
|
||
|
||
inline void servernetadr_t::SetQueryPort( uint16 usPort )
|
||
{
|
||
m_usQueryPort = usPort;
|
||
}
|
||
|
||
inline uint16 servernetadr_t::GetConnectionPort() const
|
||
{
|
||
return m_usConnectionPort;
|
||
}
|
||
|
||
inline void servernetadr_t::SetConnectionPort( uint16 usPort )
|
||
{
|
||
m_usConnectionPort = usPort;
|
||
}
|
||
|
||
inline uint32 servernetadr_t::GetIP() const
|
||
{
|
||
return m_unIP;
|
||
}
|
||
|
||
inline void servernetadr_t::SetIP( uint32 unIP )
|
||
{
|
||
m_unIP = unIP;
|
||
}
|
||
|
||
inline const char *servernetadr_t::ToString( uint32 unIP, uint16 usPort ) const
|
||
{
|
||
static char s[4][64];
|
||
static int nBuf = 0;
|
||
unsigned char *ipByte = (unsigned char *)&unIP;
|
||
#ifdef VALVE_BIG_ENDIAN
|
||
V_snprintf (s[nBuf], sizeof( s[nBuf] ), "%u.%u.%u.%u:%i", (int)(ipByte[0]), (int)(ipByte[1]), (int)(ipByte[2]), (int)(ipByte[3]), usPort );
|
||
#else
|
||
V_snprintf (s[nBuf], sizeof( s[nBuf] ), "%u.%u.%u.%u:%i", (int)(ipByte[3]), (int)(ipByte[2]), (int)(ipByte[1]), (int)(ipByte[0]), usPort );
|
||
#endif
|
||
const char *pchRet = s[nBuf];
|
||
++nBuf;
|
||
nBuf %= ( (sizeof(s)/sizeof(s[0])) );
|
||
return pchRet;
|
||
}
|
||
|
||
inline const char* servernetadr_t::GetConnectionAddressString() const
|
||
{
|
||
return ToString( m_unIP, m_usConnectionPort );
|
||
}
|
||
|
||
inline const char* servernetadr_t::GetQueryAddressString() const
|
||
{
|
||
return ToString( m_unIP, m_usQueryPort );
|
||
}
|
||
|
||
inline bool servernetadr_t::operator<(const servernetadr_t &netadr) const
|
||
{
|
||
return ( m_unIP < netadr.m_unIP ) || ( m_unIP == netadr.m_unIP && m_usQueryPort < netadr.m_usQueryPort );
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Data describing a single server
|
||
//-----------------------------------------------------------------------------
|
||
class gameserveritem_t
|
||
{
|
||
public:
|
||
gameserveritem_t();
|
||
|
||
const char* GetName() const;
|
||
void SetName( const char *pName );
|
||
|
||
public:
|
||
servernetadr_t m_NetAdr; ///< IP/Query Port/Connection Port for this server
|
||
int m_nPing; ///< current ping time in milliseconds
|
||
bool m_bHadSuccessfulResponse; ///< server has responded successfully in the past
|
||
bool m_bDoNotRefresh; ///< server is marked as not responding and should no longer be refreshed
|
||
char m_szGameDir[k_cbMaxGameServerGameDir]; ///< current game directory
|
||
char m_szMap[k_cbMaxGameServerMapName]; ///< current map
|
||
char m_szGameDescription[k_cbMaxGameServerGameDescription]; ///< game description
|
||
uint32 m_nAppID; ///< Steam App ID of this server
|
||
int m_nPlayers; ///< total number of players currently on the server. INCLUDES BOTS!!
|
||
int m_nMaxPlayers; ///< Maximum players that can join this server
|
||
int m_nBotPlayers; ///< Number of bots (i.e simulated players) on this server
|
||
bool m_bPassword; ///< true if this server needs a password to join
|
||
bool m_bSecure; ///< Is this server protected by VAC
|
||
uint32 m_ulTimeLastPlayed; ///< time (in unix time) when this server was last played on (for favorite/history servers)
|
||
int m_nServerVersion; ///< server version as reported to Steam
|
||
|
||
private:
|
||
|
||
/// Game server name
|
||
char m_szServerName[k_cbMaxGameServerName];
|
||
|
||
// For data added after SteamMatchMaking001 add it here
|
||
public:
|
||
/// the tags this server exposes
|
||
char m_szGameTags[k_cbMaxGameServerTags];
|
||
|
||
/// steamID of the game server - invalid if it's doesn't have one (old server, or not connected to Steam)
|
||
CSteamID m_steamID;
|
||
};
|
||
|
||
|
||
inline gameserveritem_t::gameserveritem_t()
|
||
{
|
||
m_szGameDir[0] = m_szMap[0] = m_szGameDescription[0] = m_szServerName[0] = 0;
|
||
m_bHadSuccessfulResponse = m_bDoNotRefresh = m_bPassword = m_bSecure = false;
|
||
m_nPing = m_nAppID = m_nPlayers = m_nMaxPlayers = m_nBotPlayers = m_ulTimeLastPlayed = m_nServerVersion = 0;
|
||
m_szGameTags[0] = 0;
|
||
}
|
||
|
||
inline const char* gameserveritem_t::GetName() const
|
||
{
|
||
// Use the IP address as the name if nothing is set yet.
|
||
if ( m_szServerName[0] == 0 )
|
||
return m_NetAdr.GetConnectionAddressString();
|
||
else
|
||
return m_szServerName;
|
||
}
|
||
|
||
inline void gameserveritem_t::SetName( const char *pName )
|
||
{
|
||
strncpy( m_szServerName, pName, sizeof( m_szServerName ) );
|
||
m_szServerName[ sizeof( m_szServerName ) - 1 ] = '\0';
|
||
}
|
||
|
||
|
||
#endif // MATCHMAKINGTYPES_H
|