Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#include "pch_serverbrowser.h"
#if defined( _X360 )
#include "xbox/xbox_win32stubs.h"
#endif
using namespace vgui;
#define FILTER_ALLSERVERS 0
#define FILTER_SECURESERVERSONLY 1
#define FILTER_INSECURESERVERSONLY 2
#define UNIVERSE_OFFICIAL 0
#define UNIVERSE_CUSTOMGAMES 1
#define QUICKLIST_FILTER_MIN_PING 0
#define MAX_MAP_NAME 128
const char *COM_GetModDirectory();
#undef wcscat
ConVar sb_mod_suggested_maxplayers( "sb_mod_suggested_maxplayers", "0", FCVAR_HIDDEN );
ConVar sb_filter_incompatible_versions( "sb_filter_incompatible_versions",
#ifdef STAGING_ONLY
"0",
#else
"1",
#endif
0, "Hides servers running incompatible versions from the server browser. (Internet tab only.)" );
bool GameSupportsReplay()
{
extern IEngineReplay *g_pEngineReplay;
return g_pEngineReplay && g_pEngineReplay->IsSupportedModAndPlatform();
}
#ifdef STAGING_ONLY
ConVar sb_fake_app_id( "sb_fake_app_id", "0", 0, "If nonzero, then server browser requests will use this App ID instead" );
#endif
//--------------------------------------------------------------------------------------------------------
bool IsReplayServer( gameserveritem_t &server )
{
bool bReplay = false;
if ( GameSupportsReplay() )
{
if ( server.m_szGameTags && server.m_szGameTags[0] )
{
CUtlVector<char*> TagList;
V_SplitString( server.m_szGameTags, ",", TagList );
for ( int i = 0; i < TagList.Count(); i++ )
{
if ( Q_stricmp( TagList[i], "replays" ) == 0 )
{
bReplay = true;
}
}
}
}
return bReplay;
}
//--------------------------------------------------------------------------------------------------------
inline char *CloneString( const char *str )
{
char *cloneStr = new char [ strlen(str)+1 ];
strcpy( cloneStr, str );
return cloneStr;
}
const char *COM_GetModDirectory()
{
static char modDir[MAX_PATH];
if ( Q_strlen( modDir ) == 0 )
{
const char *gamedir = CommandLine()->ParmValue("-game", CommandLine()->ParmValue( "-defaultgamedir", "hl2" ) );
Q_strncpy( modDir, gamedir, sizeof(modDir) );
if ( strchr( modDir, '/' ) || strchr( modDir, '\\' ) )
{
Q_StripLastDir( modDir, sizeof(modDir) );
int dirlen = Q_strlen( modDir );
Q_strncpy( modDir, gamedir + dirlen, sizeof(modDir) - dirlen );
}
}
return modDir;
}
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CGameListPanel::CGameListPanel( CBaseGamesPage *pOuter, const char *pName ) :
BaseClass( pOuter, pName )
{
m_pOuter = pOuter;
}
//-----------------------------------------------------------------------------
// Purpose: Forward KEY_ENTER to the CBaseGamesPage.
//-----------------------------------------------------------------------------
void CGameListPanel::OnKeyCodePressed(vgui::KeyCode code)
{
// Let the outer class handle it.
if ( code == KEY_ENTER && m_pOuter->OnGameListEnterPressed() )
return;
BaseClass::OnKeyCodePressed( code );
}
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CBaseGamesPage::CBaseGamesPage( vgui::Panel *parent, const char *name, EPageType eType, const char *pCustomResFilename)
: PropertyPage(parent, name),
m_CallbackFavoritesMsg( this, &CBaseGamesPage::OnFavoritesMsg ),
m_hRequest( NULL ),
m_pCustomResFilename( pCustomResFilename )
{
SetSize( 624, 278 );
m_szGameFilter[0] = 0;
m_szMapFilter[0] = 0;
m_iMaxPlayerFilter = 0;
m_iPingFilter = 0;
m_iServerRefreshCount = 0;
m_bFilterNoFullServers = false;
m_bFilterNoEmptyServers = false;
m_bFilterNoPasswordedServers = false;
m_iSecureFilter = FILTER_ALLSERVERS;
m_hFont = NULL;
m_eMatchMakingType = eType;
m_bFilterReplayServers = false;
SetDefLessFunc( m_mapServers );
SetDefLessFunc( m_mapServerIP );
SetDefLessFunc( m_mapGamesFilterItem );
// Not always loaded
m_pWorkshopFilter = NULL;
bool bRunningTF2 = GameSupportsReplay();
// get the 'all' text
wchar_t *all = g_pVGuiLocalize->Find("ServerBrowser_All");
Q_UnicodeToUTF8(all, m_szComboAllText, sizeof(m_szComboAllText));
// Init UI
m_pConnect = new Button(this, "ConnectButton", "#ServerBrowser_Connect");
m_pConnect->SetEnabled(false);
m_pRefreshAll = new Button(this, "RefreshButton", "#ServerBrowser_Refresh");
m_pRefreshQuick = new Button(this, "RefreshQuickButton", "#ServerBrowser_RefreshQuick");
m_pAddServer = new Button(this, "AddServerButton", "#ServerBrowser_AddServer");
m_pAddCurrentServer = new Button(this, "AddCurrentServerButton", "#ServerBrowser_AddCurrentServer");
m_pGameList = new CGameListPanel(this, "gamelist");
m_pGameList->SetAllowUserModificationOfColumns(true);
m_pQuickList = new PanelListPanel(this, "quicklist");
m_pQuickList->SetFirstColumnWidth( 0 );
m_pAddToFavoritesButton = new vgui::Button( this, "AddToFavoritesButton", "" );
m_pAddToFavoritesButton->SetEnabled( false );
m_pAddToFavoritesButton->SetVisible( false );
// Increment this number if columns are added / removed or some other change is done that requires
// tossing out old saved user configs.
m_pGameList->m_nUserConfigFileVersion = 2;
// Add the column headers
m_pGameList->AddColumnHeader( k_nColumn_Password, "Password", "#ServerBrowser_Password", 16, ListPanel::COLUMN_FIXEDSIZE | ListPanel::COLUMN_IMAGE);
m_pGameList->AddColumnHeader( k_nColumn_Secure, "Secure", "#ServerBrowser_Secure", 16, ListPanel::COLUMN_FIXEDSIZE | ListPanel::COLUMN_IMAGE);
int nReplayWidth = 16;
if ( !bRunningTF2 )
{
nReplayWidth = 0;
}
m_pGameList->AddColumnHeader( k_nColumn_Replay, "Replay", "#ServerBrowser_Replay", nReplayWidth, ListPanel::COLUMN_FIXEDSIZE | ListPanel::COLUMN_IMAGE);
m_pGameList->AddColumnHeader( k_nColumn_Name, "Name", "#ServerBrowser_Servers", 50, ListPanel::COLUMN_RESIZEWITHWINDOW | ListPanel::COLUMN_UNHIDABLE);
m_pGameList->AddColumnHeader( k_nColumn_IPAddr, "IPAddr", "#ServerBrowser_IPAddress", 64, ListPanel::COLUMN_HIDDEN);
m_pGameList->AddColumnHeader( k_nColumn_GameDesc, "GameDesc", "#ServerBrowser_Game", 112,
112, // minwidth
300, // maxwidth
0 // flags
);
m_pGameList->AddColumnHeader( k_nColumn_Players, "Players", "#ServerBrowser_Players", 55, ListPanel::COLUMN_FIXEDSIZE);
m_pGameList->AddColumnHeader( k_nColumn_Bots, "Bots", "#ServerBrowser_Bots", 40, ListPanel::COLUMN_FIXEDSIZE);
m_pGameList->AddColumnHeader( k_nColumn_Map, "Map", "#ServerBrowser_Map", 90,
90, // minwidth
300, // maxwidth
0 // flags
);
m_pGameList->AddColumnHeader( k_nColumn_Ping, "Ping", "#ServerBrowser_Latency", 55, ListPanel::COLUMN_FIXEDSIZE);
m_pGameList->SetColumnHeaderTooltip( k_nColumn_Password, "#ServerBrowser_PasswordColumn_Tooltip");
m_pGameList->SetColumnHeaderTooltip( k_nColumn_Bots, "#ServerBrowser_BotColumn_Tooltip");
m_pGameList->SetColumnHeaderTooltip( k_nColumn_Secure, "#ServerBrowser_SecureColumn_Tooltip");
if ( bRunningTF2 )
{
m_pGameList->SetColumnHeaderTooltip( k_nColumn_Replay, "#ServerBrowser_ReplayColumn_Tooltip");
}
// setup fast sort functions
m_pGameList->SetSortFunc( k_nColumn_Password, PasswordCompare);
m_pGameList->SetSortFunc( k_nColumn_Bots, BotsCompare);
m_pGameList->SetSortFunc( k_nColumn_Secure, SecureCompare);
if ( bRunningTF2 )
{
m_pGameList->SetSortFunc( k_nColumn_Replay, ReplayCompare);
}
m_pGameList->SetSortFunc( k_nColumn_Name, ServerNameCompare);
m_pGameList->SetSortFunc( k_nColumn_IPAddr, IPAddressCompare);
m_pGameList->SetSortFunc( k_nColumn_GameDesc, GameCompare);
m_pGameList->SetSortFunc( k_nColumn_Players, PlayersCompare);
m_pGameList->SetSortFunc( k_nColumn_Map, MapCompare);
m_pGameList->SetSortFunc( k_nColumn_Ping, PingCompare);
// Sort by ping time by default
m_pGameList->SetSortColumn( k_nColumn_Ping );
CreateFilters();
LoadFilterSettings();
m_bAutoSelectFirstItemInGameList = false;
// In TF2, fill out the max player count so that we sort all >24 player servers below the rest.
if ( bRunningTF2 )
{
sb_mod_suggested_maxplayers.SetValue( 24 );
}
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CBaseGamesPage::~CBaseGamesPage()
{
if ( m_hRequest )
{
steamapicontext->SteamMatchmakingServers()->ReleaseRequest( m_hRequest );
m_hRequest = NULL;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseGamesPage::GetInvalidServerListID()
{
return m_pGameList->InvalidItemID();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseGamesPage::PerformLayout()
{
BaseClass::PerformLayout();
if ( GetSelectedServerID() == -1 )
{
m_pConnect->SetEnabled(false);
}
else
{
m_pConnect->SetEnabled(true);
}
if (SupportsItem(IGameList::GETNEWLIST))
{
m_pRefreshQuick->SetVisible(true);
m_pRefreshAll->SetText("#ServerBrowser_RefreshAll");
}
else
{
m_pRefreshQuick->SetVisible(false);
m_pRefreshAll->SetText("#ServerBrowser_Refresh");
}
if ( SupportsItem(IGameList::ADDSERVER) )
{
// m_pFilterString->SetWide( 90 ); // shrink the filter label to fix the add current server button
m_pAddServer->SetVisible(true);
}
else
{
m_pAddServer->SetVisible(false);
}
if ( SupportsItem(IGameList::ADDCURRENTSERVER) )
{
m_pAddCurrentServer->SetVisible(true);
}
else
{
m_pAddCurrentServer->SetVisible(false);
}
if ( IsRefreshing() )
{
m_pRefreshAll->SetText( "#ServerBrowser_StopRefreshingList" );
}
if (m_pGameList->GetItemCount() > 0)
{
m_pRefreshQuick->SetEnabled(true);
}
else
{
m_pRefreshQuick->SetEnabled(false);
}
if ( !steamapicontext->SteamMatchmakingServers() || !steamapicontext->SteamMatchmaking() )
{
m_pAddCurrentServer->SetVisible( false );
m_pRefreshQuick->SetEnabled( false );
m_pAddServer->SetEnabled( false );
m_pConnect->SetEnabled( false );
m_pRefreshAll->SetEnabled( false );
m_pAddToFavoritesButton->SetEnabled( false );
m_pGameList->SetEmptyListText( "#ServerBrowser_SteamRunning" );
}
Repaint();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseGamesPage::ApplySchemeSettings(IScheme *pScheme)
{
BaseClass::ApplySchemeSettings(pScheme);
// load the password icon
ImageList *imageList = new ImageList(false);
m_nImageIndexPassword = imageList->AddImage(scheme()->GetImage("servers/icon_password", false));
//imageList->AddImage(scheme()->GetImage("servers/icon_bots", false));
m_nImageIndexSecure = imageList->AddImage(scheme()->GetImage("servers/icon_robotron", false));
m_nImageIndexSecureVacBanned = imageList->AddImage(scheme()->GetImage("servers/icon_secure_deny", false));
m_nImageIndexReplay = imageList->AddImage(scheme()->GetImage("servers/icon_replay", false));
int passwordColumnImage = imageList->AddImage(scheme()->GetImage("servers/icon_password_column", false));
//int botColumnImage = imageList->AddImage(scheme()->GetImage("servers/icon_bots_column", false));
int secureColumnImage = imageList->AddImage(scheme()->GetImage("servers/icon_robotron_column", false));
int replayColumnImage = imageList->AddImage(scheme()->GetImage("servers/icon_replay_column", false));
m_pGameList->SetImageList(imageList, true);
m_hFont = pScheme->GetFont( "ListSmall", IsProportional() );
if ( !m_hFont )
m_hFont = pScheme->GetFont( "DefaultSmall", IsProportional() );
m_pGameList->SetFont( m_hFont );
m_pGameList->SetColumnHeaderImage( k_nColumn_Password, passwordColumnImage);
//m_pGameList->SetColumnHeaderImage( k_nColumn_Bots, botColumnImage);
m_pGameList->SetColumnHeaderImage( k_nColumn_Secure, secureColumnImage);
m_pGameList->SetColumnHeaderImage( k_nColumn_Replay, replayColumnImage);
}
struct serverqualitysort_t
{
int iIndex;
int iPing;
int iPlayerCount;
int iMaxPlayerCount;
};
int ServerQualitySort( const serverqualitysort_t *pSQ1, const serverqualitysort_t *pSQ2 )
{
int iMaxP = sb_mod_suggested_maxplayers.GetInt();
if ( iMaxP && pSQ1->iMaxPlayerCount != pSQ2->iMaxPlayerCount )
{
if ( pSQ1->iMaxPlayerCount > iMaxP )
return 1;
if ( pSQ2->iMaxPlayerCount > iMaxP )
return -1;
}
if ( pSQ1->iPing <= 100 && pSQ2->iPing <= 100 && pSQ1->iPlayerCount != pSQ2->iPlayerCount )
{
return pSQ2->iPlayerCount - pSQ1->iPlayerCount;
}
return pSQ1->iPing - pSQ2->iPing;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseGamesPage::SelectQuickListServers( void )
{
int iIndex = m_pQuickList->FirstItem();
while ( iIndex != m_pQuickList->InvalidItemID() )
{
CQuickListPanel *pQuickListPanel = dynamic_cast< CQuickListPanel *> ( m_pQuickList->GetItemPanel( iIndex ) );
if ( pQuickListPanel )
{
CUtlVector< serverqualitysort_t > vecServerQuality;
int iElement = m_quicklistserverlist.Find( pQuickListPanel->GetName() );
if ( iElement != m_quicklistserverlist.InvalidIndex() )
{
CQuickListMapServerList *vecMapServers = &m_quicklistserverlist[iElement];
if ( vecMapServers )
{
for ( int i =0; i < vecMapServers->Count(); i++ )
{
int iListID = vecMapServers->Element( i );
serverqualitysort_t serverquality;
serverquality.iIndex = iListID;
KeyValues *kv = NULL;
if ( m_pGameList->IsValidItemID( iListID ) )
{
kv = m_pGameList->GetItem( iListID );
}
if ( kv )
{
serverquality.iPing = kv->GetInt( "ping", 0 );
serverquality.iPlayerCount = kv->GetInt( "PlayerCount", 0 );
serverquality.iMaxPlayerCount = kv->GetInt( "MaxPlayerCount", 0 );
}
vecServerQuality.AddToTail( serverquality );
}
vecServerQuality.Sort( ServerQualitySort );
serverqualitysort_t bestserver = vecServerQuality.Head();
if ( m_pGameList->IsValidItemID( bestserver.iIndex ) )
{
pQuickListPanel->SetServerInfo( m_pGameList->GetItem( bestserver.iIndex ), bestserver.iIndex, vecServerQuality.Count() );
}
}
}
}
iIndex = m_pQuickList->NextItem( iIndex );
}
//Force the connect button to recalculate its state.
OnItemSelected();
}
int ServerMapnameSortFunc( const servermaps_t *p1, const servermaps_t *p2 )
{
//If they're both on disc OR both missing then sort them alphabetically
if ( (p1->bOnDisk && p2->bOnDisk) || (!p1->bOnDisk && !p2->bOnDisk ) )
return Q_strcmp( p1->pFriendlyName, p2->pFriendlyName );
//Otherwise maps you have show up first
return p2->bOnDisk - p1->bOnDisk;
}
//-----------------------------------------------------------------------------
// Purpose: prepares all the QuickListPanel map panels...
//-----------------------------------------------------------------------------
void CBaseGamesPage::PrepareQuickListMap( const char *pMapName, int iListID )
{
char szMapName[ 512 ];
Q_snprintf( szMapName, sizeof( szMapName ), "%s", pMapName );
Q_strlower( szMapName );
char path[ 512 ];
Q_snprintf( path, sizeof( path ), "maps/%s.bsp", szMapName );
int iIndex = m_quicklistserverlist.Find( szMapName );
if ( m_quicklistserverlist.IsValidIndex( iIndex ) == false )
{
CQuickListMapServerList vecMapServers;
iIndex = m_quicklistserverlist.Insert( szMapName, vecMapServers );
char szFriendlyName[MAX_MAP_NAME];
const char *pszFriendlyGameTypeName = ServerBrowser().GetMapFriendlyNameAndGameType( szMapName, szFriendlyName, sizeof(szFriendlyName) );
//Add the map to our list of panels.
if ( m_pQuickList )
{
servermaps_t servermap;
servermap.pFriendlyName = CloneString( szFriendlyName );
servermap.pOriginalName = CloneString( szMapName );
char path[ 512 ];
Q_snprintf( path, sizeof( path ), "maps/%s.bsp", szMapName );
servermap.bOnDisk = g_pFullFileSystem->FileExists( path, "MOD" );
CQuickListPanel *pQuickListPanel = new CQuickListPanel( m_pQuickList, "QuickListPanel");
if ( pQuickListPanel )
{
pQuickListPanel->InvalidateLayout();
pQuickListPanel->SetName( servermap.pOriginalName );
pQuickListPanel->SetMapName( servermap.pFriendlyName );
pQuickListPanel->SetImage( servermap.pOriginalName );
pQuickListPanel->SetGameType( pszFriendlyGameTypeName );
pQuickListPanel->SetVisible( true );
pQuickListPanel->SetRefreshing();
servermap.iPanelIndex = m_pQuickList->AddItem( NULL, pQuickListPanel );
}
m_vecMapNamesFound.AddToTail( servermap );
m_vecMapNamesFound.Sort( ServerMapnameSortFunc );
}
//Now make sure that list is sorted.
CUtlVector<int> *pPanelSort = m_pQuickList->GetSortedVector();
if ( pPanelSort )
{
pPanelSort->RemoveAll();
for ( int i = 0; i < m_vecMapNamesFound.Count(); i++ )
{
pPanelSort->AddToTail( m_vecMapNamesFound[i].iPanelIndex );
}
}
}
if ( iIndex != m_quicklistserverlist.InvalidIndex() )
{
CQuickListMapServerList *vecMapServers = &m_quicklistserverlist[iIndex];
if ( vecMapServers )
{
if ( vecMapServers->Find( iListID ) == vecMapServers->InvalidIndex() )
{
vecMapServers->AddToTail( iListID );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: gets information about specified server
//-----------------------------------------------------------------------------
gameserveritem_t *CBaseGamesPage::GetServer( unsigned int serverID )
{
if ( !steamapicontext->SteamMatchmakingServers() )
return NULL;
// No point checking for >= 0 when serverID is unsigned.
//if ( serverID >= 0 )
{
return steamapicontext->SteamMatchmakingServers()->GetServerDetails( m_hRequest, serverID );
}
//else
//{
// Assert( !"Unable to return a useful entry" );
// return NULL; // bugbug Alfred: temp Favorites/History objects won't return a good value here...
//}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseGamesPage::TagsExclude( void )
{
if ( m_pTagsIncludeFilter == NULL )
return false;
return m_pTagsIncludeFilter->GetActiveItem();
}
//-----------------------------------------------------------------------------
// Purpose: What mode the workshop selection is in for pages that use it
//-----------------------------------------------------------------------------
CBaseGamesPage::eWorkshopMode CBaseGamesPage::WorkshopMode()
{
if ( !m_pWorkshopFilter || !ServerBrowser().IsWorkshopEnabled() )
{
return eWorkshop_None;
}
return (eWorkshopMode)m_pWorkshopFilter->GetActiveItem();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseGamesPage::HideReplayFilter( void )
{
if ( m_pReplayFilterCheck && m_pReplayFilterCheck->IsVisible() )
{
m_pReplayFilterCheck->SetVisible( false );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseGamesPage::CreateFilters()
{
m_pFilter = new ToggleButton(this, "Filter", "#ServerBrowser_Filters");
m_pFilterString = new Label(this, "FilterString", "");
if ( Q_stricmp( COM_GetModDirectory(), "cstrike" ) == 0 )
{
m_pFilter->SetSelected( false );
m_bFiltersVisible = false;
}
else
{
m_pFilter->SetSelected( true );
m_bFiltersVisible = true;
}
// filter controls
m_pGameFilter = new ComboBox(this, "GameFilter", 6, false);
m_pLocationFilter = new ComboBox(this, "LocationFilter", 6, false);
m_pLocationFilter->AddItem("", NULL);
m_pMapFilter = new TextEntry(this, "MapFilter");
m_pMaxPlayerFilter = new TextEntry(this, "MaxPlayerFilter");
m_pPingFilter = new ComboBox(this, "PingFilter", 6, false);
m_pPingFilter->AddItem("#ServerBrowser_All", NULL);
m_pPingFilter->AddItem("#ServerBrowser_LessThan50", NULL);
m_pPingFilter->AddItem("#ServerBrowser_LessThan100", NULL);
m_pPingFilter->AddItem("#ServerBrowser_LessThan150", NULL);
m_pPingFilter->AddItem("#ServerBrowser_LessThan250", NULL);
m_pPingFilter->AddItem("#ServerBrowser_LessThan350", NULL);
m_pPingFilter->AddItem("#ServerBrowser_LessThan600", NULL);
m_pSecureFilter = new ComboBox(this, "SecureFilter", 3, false);
m_pSecureFilter->AddItem("#ServerBrowser_All", NULL);
m_pSecureFilter->AddItem("#ServerBrowser_SecureOnly", NULL);
m_pSecureFilter->AddItem("#ServerBrowser_InsecureOnly", NULL);
m_pTagsIncludeFilter = new ComboBox(this, "TagsInclude", 2, false);
m_pTagsIncludeFilter->AddItem("#ServerBrowser_TagsInclude", NULL);
m_pTagsIncludeFilter->AddItem("#ServerBrowser_TagsDoNotInclude", NULL);
m_pTagsIncludeFilter->SetVisible( false );
if ( ServerBrowser().IsWorkshopEnabled() )
{
m_pWorkshopFilter = new ComboBox(this, "WorkshopFilter", 3, false);
m_pWorkshopFilter->AddItem("#ServerBrowser_All", NULL);
m_pWorkshopFilter->AddItem("#ServerBrowser_WorkshopFilterWorkshopOnly", NULL);
m_pWorkshopFilter->AddItem("#ServerBrowser_WorkshopFilterSubscribed", NULL);
m_pWorkshopFilter->SetVisible( false );
}
m_pNoEmptyServersFilterCheck = new CheckButton(this, "ServerEmptyFilterCheck", "");
m_pNoFullServersFilterCheck = new CheckButton(this, "ServerFullFilterCheck", "");
m_pNoPasswordFilterCheck = new CheckButton(this, "NoPasswordFilterCheck", "");
m_pQuickListCheckButton = new CCheckBoxWithStatus(this, "QuickListCheck", "");
m_pReplayFilterCheck = new CheckButton(this, "ReplayFilterCheck", "");
KeyValues *pkv = new KeyValues("mod", "gamedir", "", "appid", NULL );
m_pGameFilter->AddItem("#ServerBrowser_All", pkv);
for (int i = 0; i < ModList().ModCount(); i++)
{
pkv->SetString("gamedir", ModList().GetModDir(i));
pkv->SetUint64("appid", ModList().GetAppID(i).ToUint64() );
int iItemID = m_pGameFilter->AddItem(ModList().GetModName(i), pkv);
m_mapGamesFilterItem.Insert( ModList().GetAppID(i).ToUint64(), iItemID );
}
pkv->deleteThis();
}
//-----------------------------------------------------------------------------
// Purpose: loads filter settings from the keyvalues
//-----------------------------------------------------------------------------
void CBaseGamesPage::LoadFilterSettings()
{
KeyValues *filter = ServerBrowserDialog().GetFilterSaveData(GetName());
if (ServerBrowserDialog().GetActiveModName())
{
Q_strncpy(m_szGameFilter, ServerBrowserDialog().GetActiveModName(), sizeof(m_szGameFilter));
m_iLimitToAppID = ServerBrowserDialog().GetActiveAppID();
}
else
{
Q_strncpy(m_szGameFilter, filter->GetString("game"), sizeof(m_szGameFilter));
m_iLimitToAppID = CGameID( filter->GetUint64( "appid", 0 ) );
}
Q_strncpy(m_szMapFilter, filter->GetString("map"), sizeof(m_szMapFilter));
m_iMaxPlayerFilter = filter->GetInt("MaxPlayerCount");
m_iPingFilter = filter->GetInt("ping");
m_bFilterNoFullServers = filter->GetInt("NoFull");
m_bFilterNoEmptyServers = filter->GetInt("NoEmpty");
m_bFilterNoPasswordedServers = filter->GetInt("NoPassword");
m_bFilterReplayServers = filter->GetInt("Replay");
m_pQuickListCheckButton->SetSelected( filter->GetInt( "QuickList", 0 ) );
int secureFilter = filter->GetInt("Secure");
m_pSecureFilter->ActivateItem(secureFilter);
int tagsinclude = filter->GetInt("tagsinclude");
m_pTagsIncludeFilter->ActivateItem( tagsinclude );
if ( m_pWorkshopFilter )
{
int workshopFilter = filter->GetInt("workshopfilter");
m_pWorkshopFilter->ActivateItem( workshopFilter );
}
// apply to the controls
UpdateGameFilter();
m_pMapFilter->SetText(m_szMapFilter);
m_pLocationFilter->ActivateItem(filter->GetInt("location"));
if (m_iMaxPlayerFilter)
{
char buf[32];
Q_snprintf(buf, sizeof(buf), "%d", m_iMaxPlayerFilter);
m_pMaxPlayerFilter->SetText(buf);
}
if (m_iPingFilter)
{
char buf[32];
Q_snprintf(buf, sizeof(buf), "< %d", m_iPingFilter);
m_pPingFilter->SetText(buf);
}
m_pNoFullServersFilterCheck->SetSelected(m_bFilterNoFullServers);
m_pNoEmptyServersFilterCheck->SetSelected(m_bFilterNoEmptyServers);
m_pNoPasswordFilterCheck->SetSelected(m_bFilterNoPasswordedServers);
m_pReplayFilterCheck->SetSelected(m_bFilterReplayServers);
OnLoadFilter( filter );
UpdateFilterSettings();
UpdateFilterAndQuickListVisibility();
}
//-----------------------------------------------------------------------------
// Purpose: Sets the game filter combo box to be the saved setting
//-----------------------------------------------------------------------------
void CBaseGamesPage::UpdateGameFilter()
{
bool bFound = false;
for (int i = 0; i < m_pGameFilter->GetItemCount(); i++)
{
KeyValues *kv = m_pGameFilter->GetItemUserData(i);
CGameID gameID( kv->GetUint64( "appID", 0 ) );
const char *pchGameDir = kv->GetString( "gamedir" );
if ( ( gameID == m_iLimitToAppID || m_iLimitToAppID.AppID() == 0 ) && ( !m_szGameFilter[0] ||
( pchGameDir && pchGameDir[0] && !Q_strncmp( pchGameDir, m_szGameFilter, Q_strlen( pchGameDir ) ) ) ) )
{
if ( i != m_pGameFilter->GetActiveItem() )
{
m_pGameFilter->ActivateItem(i);
}
bFound = true;
break;
}
}
if (!bFound)
{
// default to empty
if ( 0 != m_pGameFilter->GetActiveItem() )
{
m_pGameFilter->ActivateItem(0);
}
}
// only one mod is allowed in the game
if ( ServerBrowserDialog().GetActiveModName() )
{
m_pGameFilter->SetEnabled( false );
m_pGameFilter->SetText( ServerBrowserDialog().GetActiveGameName() );
}
}
//-----------------------------------------------------------------------------
// Purpose: Handles incoming server refresh data
// updates the server browser with the refreshed information from the server itself
//-----------------------------------------------------------------------------
void CBaseGamesPage::ServerResponded( gameserveritem_t &server )
{
int nIndex = -1; // start at -1 and work backwards to find the next free slot for this adhoc query
while ( m_mapServers.Find( nIndex ) != m_mapServers.InvalidIndex() )
nIndex--;
ServerResponded( nIndex, &server );
}
//-----------------------------------------------------------------------------
// Purpose: Callback for ISteamMatchmakingServerListResponse
//-----------------------------------------------------------------------------
void CBaseGamesPage::ServerResponded( HServerListRequest hReq, int iServer )
{
gameserveritem_t *pServerItem = steamapicontext->SteamMatchmakingServers()->GetServerDetails( hReq, iServer );
if ( !pServerItem )
{
Assert( !"Missing server response" );
return;
}
// FIXME(johns): This is a workaround for a steam bug, where it inproperly reads signed bytes out of the
// message. Once the upstream fix makes it into our SteamSDK, this block can be removed.
pServerItem->m_nPlayers = (uint8)(int8)pServerItem->m_nPlayers;
pServerItem->m_nBotPlayers = (uint8)(int8)pServerItem->m_nBotPlayers;
pServerItem->m_nMaxPlayers = (uint8)(int8)pServerItem->m_nMaxPlayers;
ServerResponded( iServer, pServerItem );
}
//-----------------------------------------------------------------------------
// Purpose: Handles incoming server refresh data
// updates the server browser with the refreshed information from the server itself
//-----------------------------------------------------------------------------
void CBaseGamesPage::ServerResponded( int iServer, gameserveritem_t *pServerItem )
{
int iServerMap = m_mapServers.Find( iServer );
if ( iServerMap == m_mapServers.InvalidIndex() )
{
netadr_t netAdr( pServerItem->m_NetAdr.GetIP(), pServerItem->m_NetAdr.GetConnectionPort() );
int iServerIP = m_mapServerIP.Find( netAdr );
if ( iServerIP != m_mapServerIP.InvalidIndex() )
{
// if we already had this entry under another index remove the old entry
int iServerMap = m_mapServers.Find( m_mapServerIP[ iServerIP ] );
if ( iServerMap != m_mapServers.InvalidIndex() )
{
serverdisplay_t &server = m_mapServers[ iServerMap ];
if ( m_pGameList->IsValidItemID( server.m_iListID ) )
m_pGameList->RemoveItem( server.m_iListID );
m_mapServers.RemoveAt( iServerMap );
}
m_mapServerIP.RemoveAt( iServerIP );
}
serverdisplay_t serverFind;
serverFind.m_iListID = -1;
serverFind.m_bDoNotRefresh = false;
iServerMap = m_mapServers.Insert( iServer, serverFind );
m_mapServerIP.Insert( netAdr, iServer );
}
serverdisplay_t *pServer = &m_mapServers[ iServerMap ];
pServer->m_iServerID = iServer;
Assert( pServerItem->m_NetAdr.GetIP() != 0 );
// check filters
bool removeItem = false;
if ( !CheckPrimaryFilters( *pServerItem ) )
{
// server has been filtered at a primary level
// remove from lists
pServer->m_bDoNotRefresh = true;
// remove from UI list
removeItem = true;
if ( m_pGameList->IsValidItemID( pServer->m_iListID ) )
{
m_pGameList->RemoveItem( pServer->m_iListID );
pServer->m_iListID = GetInvalidServerListID();
}
return;
}
else if (!CheckSecondaryFilters( *pServerItem ))
{
// we still ping this server in the future; however it is removed from UI list
removeItem = true;
}
// update UI
KeyValues *kv;
if ( m_pGameList->IsValidItemID( pServer->m_iListID ) )
{
// we're updating an existing entry
kv = m_pGameList->GetItem( pServer->m_iListID );
m_pGameList->SetUserData( pServer->m_iListID, pServer->m_iServerID );
}
else
{
// new entry
kv = new KeyValues("Server");
}
kv->SetString("name", pServerItem->GetName());
kv->SetString("map", pServerItem->m_szMap);
kv->SetString("GameDir", pServerItem->m_szGameDir);
kv->SetString("GameDesc", pServerItem->m_szGameDescription);
kv->SetInt("password", pServerItem->m_bPassword ? m_nImageIndexPassword : 0);
if ( pServerItem->m_nBotPlayers > 0 )
kv->SetInt("bots", pServerItem->m_nBotPlayers);
else
kv->SetString("bots", "");
if ( pServerItem->m_bSecure )
{
// show the denied icon if banned from secure servers, the secure icon otherwise
kv->SetInt("secure", ServerBrowser().IsVACBannedFromGame( pServerItem->m_nAppID ) ? m_nImageIndexSecureVacBanned : m_nImageIndexSecure );
}
else
{
kv->SetInt("secure", 0);
}
kv->SetString( "IPAddr", pServerItem->m_NetAdr.GetConnectionAddressString() );
int nAdjustedForBotsPlayers = max( 0, pServerItem->m_nPlayers - pServerItem->m_nBotPlayers );
char buf[32];
Q_snprintf(buf, sizeof(buf), "%d / %d", nAdjustedForBotsPlayers, pServerItem->m_nMaxPlayers );
kv->SetString("Players", buf);
kv->SetInt("PlayerCount", nAdjustedForBotsPlayers );
kv->SetInt("MaxPlayerCount", pServerItem->m_nMaxPlayers );
kv->SetInt("Ping", pServerItem->m_nPing);
kv->SetString("Tags", pServerItem->m_szGameTags );
kv->SetInt("Replay", IsReplayServer( *pServerItem ) ? m_nImageIndexReplay : 0);
if ( pServerItem->m_ulTimeLastPlayed )
{
// construct a time string for last played time
struct tm *now;
now = localtime( (time_t*)&pServerItem->m_ulTimeLastPlayed );
if ( now )
{
char buf[64];
strftime(buf, sizeof(buf), "%a %d %b %I:%M%p", now);
Q_strlower(buf + strlen(buf) - 4);
kv->SetString("LastPlayed", buf);
}
}
if ( pServer->m_bDoNotRefresh )
{
// clear out the vars
kv->SetString("Ping", "");
kv->SetWString("GameDesc", g_pVGuiLocalize->Find("#ServerBrowser_NotResponding"));
kv->SetString("Players", "");
kv->SetString("map", "");
}
if ( !m_pGameList->IsValidItemID( pServer->m_iListID ) )
{
// new server, add to list
pServer->m_iListID = m_pGameList->AddItem(kv, pServer->m_iServerID, false, false);
if ( m_bAutoSelectFirstItemInGameList && m_pGameList->GetItemCount() == 1 )
{
m_pGameList->AddSelectedItem( pServer->m_iListID );
}
m_pGameList->SetItemVisible( pServer->m_iListID, !removeItem );
kv->deleteThis();
}
else
{
// tell the list that we've changed the data
m_pGameList->ApplyItemChanges( pServer->m_iListID );
m_pGameList->SetItemVisible( pServer->m_iListID, !removeItem );
}
PrepareQuickListMap( pServerItem->m_szMap, pServer->m_iListID );
UpdateStatus();
m_iServerRefreshCount++;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseGamesPage::UpdateFilterAndQuickListVisibility()
{
bool showQuickList = m_pQuickListCheckButton->IsSelected();
bool showFilter = m_pFilter->IsSelected();
m_bFiltersVisible = !showQuickList && !m_pCustomResFilename && showFilter;
int wide, tall;
GetSize( wide, tall );
SetSize( 624, 278 );
UpdateDerivedLayouts();
UpdateGameFilter();
if ( m_hFont )
{
SETUP_PANEL( m_pGameList );
m_pGameList->SetFont( m_hFont );
}
SetSize( wide, tall );
m_pQuickList->SetVisible( showQuickList );
m_pGameList->SetVisible( !showQuickList );
m_pFilter->SetVisible( !showQuickList );
m_pFilterString->SetVisible ( !showQuickList );
InvalidateLayout();
UpdateFilterSettings();
ApplyGameFilters();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseGamesPage::SetQuickListEnabled( bool bEnabled )
{
m_pQuickListCheckButton->SetSelected( bEnabled );
m_pQuickList->SetVisible( m_pQuickListCheckButton->IsSelected() );
m_pGameList->SetVisible( !m_pQuickListCheckButton->IsSelected() );
m_pFilter->SetVisible( !m_pQuickListCheckButton->IsSelected() );
m_pFilterString->SetVisible( !m_pQuickListCheckButton->IsSelected() );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseGamesPage::SetFiltersVisible( bool bVisible )
{
if ( bVisible == m_pFilter->IsSelected() )
return;
m_pFilter->SetSelected( bVisible );
OnButtonToggled( m_pFilter, bVisible );
}
//-----------------------------------------------------------------------------
// Purpose: Handles filter dropdown being toggled
//-----------------------------------------------------------------------------
void CBaseGamesPage::OnButtonToggled( Panel *panel, int state )
{
UpdateFilterAndQuickListVisibility();
if (panel == m_pNoFullServersFilterCheck || panel == m_pNoEmptyServersFilterCheck || panel == m_pNoPasswordFilterCheck || panel == m_pReplayFilterCheck)
{
// treat changing these buttons like any other filter has changed
OnTextChanged(panel, "");
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseGamesPage::UpdateDerivedLayouts( void )
{
char rgchControlSettings[MAX_PATH];
if ( m_pCustomResFilename )
{
Q_snprintf( rgchControlSettings, sizeof( rgchControlSettings ), "%s", m_pCustomResFilename );
}
else
{
if ( m_pFilter->IsSelected() && !m_pQuickListCheckButton->IsSelected() )
{
// drop down
V_strncpy( rgchControlSettings, "servers/InternetGamesPage_Filters.res", sizeof( rgchControlSettings ) );
}
else
{
// hide filter area
V_strncpy( rgchControlSettings, "servers/InternetGamesPage.res", sizeof( rgchControlSettings ) );
}
}
const char *pPathID = "PLATFORM";
if ( g_pFullFileSystem->FileExists( rgchControlSettings, "MOD" ) )
{
pPathID = "MOD";
}
LoadControlSettings( rgchControlSettings, pPathID );
if ( !GameSupportsReplay() )
{
HideReplayFilter();
}
}
//-----------------------------------------------------------------------------
// Purpose: Called when the game dir combo box is changed
//-----------------------------------------------------------------------------
void CBaseGamesPage::OnTextChanged(Panel *panel, const char *text)
{
if (!Q_stricmp(text, m_szComboAllText))
{
ComboBox *box = dynamic_cast<ComboBox *>(panel);
if (box)
{
box->SetText("");
text = "";
}
}
// get filter settings from controls
UpdateFilterSettings();
// apply settings
ApplyGameFilters();
if ( m_bFiltersVisible && ( panel == m_pGameFilter || panel == m_pLocationFilter ) && ServerBrowserDialog().IsVisible() )
{
// if they changed games and/or region then cancel the refresh because the old list they are getting
// will be for the wrong game, so stop and start a refresh
StopRefresh();
GetNewServerList();
}
}
//-----------------------------------------------------------------------------
// Purpose: applies only the game filter to the current list
//-----------------------------------------------------------------------------
void CBaseGamesPage::ApplyGameFilters()
{
if ( !steamapicontext->SteamMatchmakingServers() )
return;
m_iServersBlacklisted = 0;
// loop through all the servers checking filters
FOR_EACH_MAP_FAST( m_mapServers, i )
{
serverdisplay_t &server = m_mapServers[ i ];
gameserveritem_t *pServer = steamapicontext->SteamMatchmakingServers()->GetServerDetails( m_hRequest, server.m_iServerID );
if ( !pServer )
continue;
if (!CheckPrimaryFilters( *pServer ) || !CheckSecondaryFilters( *pServer ))
{
// server failed filtering, remove it
server.m_bDoNotRefresh = true;
if ( m_pGameList->IsValidItemID( server.m_iListID) )
{
// don't remove the server from list, just hide since this is a lot faster
m_pGameList->SetItemVisible( server.m_iListID, false );
}
}
else if ( BShowServer( server ) )
{
// server passed filters, so it can be refreshed again
server.m_bDoNotRefresh = false;
// re-add item to list
if ( !m_pGameList->IsValidItemID( server.m_iListID ) )
{
KeyValues *kv = new KeyValues("Server");
kv->SetString("name", pServer->GetName());
kv->SetString("map", pServer->m_szMap);
kv->SetString("GameDir", pServer->m_szGameDir);
kv->SetString( "GameTags", pServer->m_szGameTags );
if ( pServer->m_szGameDescription[0] )
{
kv->SetString("GameDesc", pServer->m_szGameDescription );
}
else
{
kv->SetWString("GameDesc", g_pVGuiLocalize->Find("#ServerBrowser_PendingPing"));
}
int nAdjustedForBotsPlayers = max( 0, pServer->m_nPlayers - pServer->m_nBotPlayers );
char buf[256];
Q_snprintf(buf, sizeof(buf), "%d / %d", nAdjustedForBotsPlayers, pServer->m_nMaxPlayers );
kv->SetString( "Players", buf);
kv->SetInt( "Ping", pServer->m_nPing );
kv->SetInt( "password", pServer->m_bPassword ? m_nImageIndexPassword : 0);
if ( pServer->m_nBotPlayers > 0 )
kv->SetInt("bots", pServer->m_nBotPlayers);
else
kv->SetString("bots", "");
kv->SetInt("Replay", IsReplayServer( *pServer ) ? m_nImageIndexReplay : 0);
server.m_iListID = m_pGameList->AddItem(kv, server.m_iServerID, false, false);
kv->deleteThis();
}
// make sure the server is visible
m_pGameList->SetItemVisible( server.m_iListID, true );
}
}
UpdateStatus();
m_pGameList->SortList();
InvalidateLayout();
Repaint();
}
//-----------------------------------------------------------------------------
// Purpose: Resets UI server count
//-----------------------------------------------------------------------------
void CBaseGamesPage::UpdateStatus()
{
if (m_pGameList->GetItemCount() > 1)
{
wchar_t header[256];
wchar_t count[128];
wchar_t blacklistcount[128];
_snwprintf( count, Q_ARRAYSIZE(count), L"%d", m_pGameList->GetItemCount() );
_snwprintf( blacklistcount, Q_ARRAYSIZE(blacklistcount), L"%d", m_iServersBlacklisted );
g_pVGuiLocalize->ConstructString( header, sizeof( header ), g_pVGuiLocalize->Find( "#ServerBrowser_ServersCountWithBlacklist"), 2, count, blacklistcount );
m_pGameList->SetColumnHeaderText( k_nColumn_Name, header);
}
else
{
m_pGameList->SetColumnHeaderText( k_nColumn_Name, g_pVGuiLocalize->Find("#ServerBrowser_Servers"));
}
}
//-----------------------------------------------------------------------------
// Purpose: gets filter settings from controls
//-----------------------------------------------------------------------------
void CBaseGamesPage::UpdateFilterSettings()
{
// game
if ( ServerBrowserDialog().GetActiveModName() )
{
// overriding the game filter
Q_strncpy(m_szGameFilter, ServerBrowserDialog().GetActiveModName(), sizeof(m_szGameFilter));
m_iLimitToAppID = ServerBrowserDialog().GetActiveAppID();
#ifdef STAGING_ONLY
if ( sb_fake_app_id.GetInt() != 0 )
m_iLimitToAppID = CGameID( sb_fake_app_id.GetInt() );
#endif
RecalculateFilterString();
UpdateGameFilter();
}
else
{
KeyValues *data = m_pGameFilter->GetActiveItemUserData();
if (data && Q_strlen( data->GetString( "gamedir" ) ) > 0 )
{
Q_strncpy( m_szGameFilter, data->GetString( "gamedir" ), sizeof( m_szGameFilter ) );
if ( Q_strlen( m_szGameFilter ) > 0 ) // if there is a gamedir
{
m_iLimitToAppID = CGameID( data->GetUint64( "appid", 0 ) );
}
else
{
m_iLimitToAppID.Reset();
}
}
else
{
m_iLimitToAppID.Reset();
m_szGameFilter[0] = 0;
}
m_pGameFilter->SetEnabled(true);
}
Q_strlower(m_szGameFilter);
// map
m_pMapFilter->GetText(m_szMapFilter, sizeof(m_szMapFilter) - 1);
Q_strlower(m_szMapFilter);
// max player
char buf[256];
m_pMaxPlayerFilter->GetText(buf, sizeof(buf));
if (buf[0])
{
m_iMaxPlayerFilter = atoi(buf);
}
else
{
m_iMaxPlayerFilter = 0;
}
// ping
m_pPingFilter->GetText(buf, sizeof(buf));
if (buf[0])
{
m_iPingFilter = atoi(buf + 2);
}
else
{
m_iPingFilter = 0;
}
// players
m_bFilterNoFullServers = m_pNoFullServersFilterCheck->IsSelected();
m_bFilterNoEmptyServers = m_pNoEmptyServersFilterCheck->IsSelected();
m_bFilterNoPasswordedServers = m_pNoPasswordFilterCheck->IsSelected();
m_iSecureFilter = m_pSecureFilter->GetActiveItem();
if ( GameSupportsReplay() )
{
m_bFilterReplayServers = m_pReplayFilterCheck->IsSelected();
}
else
{
m_bFilterReplayServers = false;
}
m_vecServerFilters.RemoveAll();
bool bFilterNoEmpty = m_bFilterNoEmptyServers;
bool bFilterNoFull = m_bFilterNoFullServers;
bool bFilterNoPassword = m_bFilterNoPasswordedServers;
int iFilterSecure = m_iSecureFilter;
if ( m_pQuickList->IsVisible() == true )
{
bFilterNoEmpty = true;
bFilterNoFull = true;
bFilterNoPassword = true;
iFilterSecure = FILTER_SECURESERVERSONLY;
}
extern IRunGameEngine *g_pRunGameEngine;
if ( sb_filter_incompatible_versions.GetBool() && g_pRunGameEngine != NULL )
{
const char *pszVersion = g_pRunGameEngine->GetProductVersionString();
const char k_VersionFromP4[] = "2000"; // magic version string we use when we're running from P4
if ( pszVersion && *pszVersion && ( V_strcmp( pszVersion, k_VersionFromP4 ) != 0 ) )
{
m_vecServerFilters.AddToTail( MatchMakingKeyValuePair_t( "version_match", pszVersion ) );
}
}
// update master filter string text
if (m_szGameFilter[0] && m_iLimitToAppID.AppID() != 1002 ) // HACKHACK: Alfred - don't use a dir filter for RDKF
{
m_vecServerFilters.AddToTail( MatchMakingKeyValuePair_t( "gamedir", m_szGameFilter ) );
}
if (bFilterNoEmpty)
{
m_vecServerFilters.AddToTail( MatchMakingKeyValuePair_t( "empty", "1" ) );
}
if (bFilterNoFull)
{
m_vecServerFilters.AddToTail( MatchMakingKeyValuePair_t( "full", "1" ) );
}
if (iFilterSecure == FILTER_SECURESERVERSONLY)
{
m_vecServerFilters.AddToTail( MatchMakingKeyValuePair_t( "secure", "1" ) );
}
int regCode = GetRegionCodeToFilter();
if ( ( regCode >= 0 ) && ( regCode < 255 ) )
{
char szRegCode[ 32 ];
Q_snprintf( szRegCode, sizeof(szRegCode), "%i", regCode );
m_vecServerFilters.AddToTail( MatchMakingKeyValuePair_t( "region", szRegCode ) );
}
// copy filter settings into filter file
KeyValues *filter = ServerBrowserDialog().GetFilterSaveData(GetName());
// only save the game filter if we're not overriding it
if (!ServerBrowserDialog().GetActiveModName())
{
filter->SetString("game", m_szGameFilter);
filter->SetUint64( "appid", m_iLimitToAppID.ToUint64() );
}
filter->SetString("map", m_szMapFilter);
filter->SetInt("MaxPlayerCount", m_iMaxPlayerFilter);
filter->SetInt("ping", m_iPingFilter);
if ( m_pLocationFilter->GetItemCount() > 1 )
{
// only save this if there are options to choose from
filter->SetInt("location", m_pLocationFilter->GetActiveItem());
}
filter->SetInt("NoFull", m_bFilterNoFullServers);
filter->SetInt("NoEmpty", m_bFilterNoEmptyServers);
filter->SetInt("NoPassword", m_bFilterNoPasswordedServers);
filter->SetInt("Secure", m_iSecureFilter);
filter->SetInt("QuickList", m_pQuickListCheckButton->IsSelected() );
filter->SetInt("tagsinclude", m_pTagsIncludeFilter->GetActiveItem() );
if ( m_pWorkshopFilter )
{
filter->SetInt("workshopfilter", m_pWorkshopFilter->GetActiveItem() );
}
filter->SetInt("Replay", m_bFilterReplayServers);
OnSaveFilter(filter);
RecalculateFilterString();
}
//-----------------------------------------------------------------------------
// Purpose: allow derived classes access to the saved filter string
//-----------------------------------------------------------------------------
void CBaseGamesPage::OnSaveFilter(KeyValues *filter)
{
}
//-----------------------------------------------------------------------------
// Purpose: allow derived classes access to the saved filter string
//-----------------------------------------------------------------------------
void CBaseGamesPage::OnLoadFilter(KeyValues *filter)
{
}
//-----------------------------------------------------------------------------
// Purpose: reconstructs the filter description string from the current filter settings
//-----------------------------------------------------------------------------
void CBaseGamesPage::RecalculateFilterString()
{
wchar_t unicode[2048], tempUnicode[128], spacerUnicode[8];
unicode[0] = 0;
int iTempUnicodeSize = sizeof( tempUnicode );
Q_UTF8ToUnicode( "; ", spacerUnicode, sizeof( spacerUnicode ) );
if (m_szGameFilter[0])
{
Q_UTF8ToUnicode( ModList().GetModNameForModDir( m_iLimitToAppID ), tempUnicode, iTempUnicodeSize );
wcscat( unicode, tempUnicode );
wcscat( unicode, spacerUnicode );
}
if (m_iSecureFilter == FILTER_SECURESERVERSONLY)
{
wcscat( unicode, g_pVGuiLocalize->Find( "#ServerBrowser_FilterDescSecureOnly" ) );
wcscat( unicode, spacerUnicode );
}
else if (m_iSecureFilter == FILTER_INSECURESERVERSONLY)
{
wcscat( unicode, g_pVGuiLocalize->Find( "#ServerBrowser_FilterDescInsecureOnly" ) );
wcscat( unicode, spacerUnicode );
}
if (m_pLocationFilter->GetActiveItem() > 0)
{
m_pLocationFilter->GetText(tempUnicode, sizeof(tempUnicode));
wcscat( unicode, tempUnicode );
wcscat( unicode, spacerUnicode );
}
if (m_iPingFilter)
{
char tmpBuf[16];
_snprintf( tmpBuf, sizeof(tmpBuf), "%d", m_iPingFilter );
wcscat( unicode, g_pVGuiLocalize->Find( "#ServerBrowser_FilterDescLatency" ) );
Q_UTF8ToUnicode( " < ", tempUnicode, iTempUnicodeSize );
wcscat( unicode, tempUnicode );
Q_UTF8ToUnicode(tmpBuf, tempUnicode, iTempUnicodeSize );
wcscat( unicode, tempUnicode );
wcscat( unicode, spacerUnicode );
}
if ( m_iMaxPlayerFilter )
{
char tmpBuf[16];
_snprintf( tmpBuf, sizeof(tmpBuf), "%d", m_iMaxPlayerFilter );
wcscat( unicode, g_pVGuiLocalize->Find( "#ServerBrowser_FilterDescMaxPlayers" ) );
Q_UTF8ToUnicode( " <= ", tempUnicode, iTempUnicodeSize );
wcscat( unicode, tempUnicode );
Q_UTF8ToUnicode(tmpBuf, tempUnicode, iTempUnicodeSize );
wcscat( unicode, tempUnicode );
wcscat( unicode, spacerUnicode );
}
if (m_bFilterNoFullServers)
{
wcscat( unicode, g_pVGuiLocalize->Find( "#ServerBrowser_FilterDescNotFull" ) );
wcscat( unicode, spacerUnicode );
}
if (m_bFilterNoEmptyServers)
{
wcscat( unicode, g_pVGuiLocalize->Find( "#ServerBrowser_FilterDescNotEmpty" ) );
wcscat( unicode, spacerUnicode );
}
if (m_bFilterNoPasswordedServers)
{
wcscat( unicode, g_pVGuiLocalize->Find( "#ServerBrowser_FilterDescNoPassword" ) );
wcscat( unicode, spacerUnicode );
}
if (m_bFilterReplayServers)
{
wcscat( unicode, g_pVGuiLocalize->Find( "#ServerBrowser_FilterDescReplays" ) );
wcscat( unicode, spacerUnicode );
}
if (m_szMapFilter[0])
{
Q_UTF8ToUnicode( m_szMapFilter, tempUnicode, iTempUnicodeSize );
wcscat( unicode, tempUnicode );
}
m_pFilterString->SetText(unicode);
}
//-----------------------------------------------------------------------------
// Purpose: Checks to see if the server passes the primary filters
// if the server fails the filters, it will not be refreshed again
//-----------------------------------------------------------------------------
bool CBaseGamesPage::CheckPrimaryFilters( gameserveritem_t &server )
{
if (m_szGameFilter[0] && ( server.m_szGameDir[0] || server.m_nPing ) && Q_stricmp(m_szGameFilter, server.m_szGameDir ) )
{
return false;
}
// If it's blacklisted, we ignore it too
if ( ServerBrowserDialog().IsServerBlacklisted( server ) )
{
m_iServersBlacklisted++;
return false;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Checks to see if a server passes the secondary set of filters
// server will be continued to be pinged if it fails the filter, since
// the relvent server data is dynamic
//-----------------------------------------------------------------------------
bool CBaseGamesPage::CheckSecondaryFilters( gameserveritem_t &server )
{
bool bFilterNoEmpty = m_bFilterNoEmptyServers;
bool bFilterNoFull = m_bFilterNoFullServers;
int iFilterPing = m_iPingFilter;
int iFilterMaxPlayerCount = m_iMaxPlayerFilter;
bool bFilterNoPassword = m_bFilterNoPasswordedServers;
int iFilterSecure = m_iSecureFilter;
if ( m_pQuickList->IsVisible() == true )
{
bFilterNoEmpty = true;
bFilterNoFull = true;
iFilterPing = QUICKLIST_FILTER_MIN_PING;
bFilterNoPassword = true;
iFilterSecure = FILTER_SECURESERVERSONLY;
iFilterMaxPlayerCount = sb_mod_suggested_maxplayers.GetInt();
}
if ( bFilterNoEmpty && (server.m_nPlayers - server.m_nBotPlayers) < 1 )
{
return false;
}
if ( bFilterNoFull && server.m_nPlayers >= server.m_nMaxPlayers )
{
return false;
}
if ( iFilterPing && server.m_nPing > iFilterPing )
{
return false;
}
if ( iFilterMaxPlayerCount && server.m_nMaxPlayers > iFilterMaxPlayerCount )
{
return false;
}
if ( bFilterNoPassword && server.m_bPassword )
{
return false;
}
if ( iFilterSecure == FILTER_SECURESERVERSONLY && !server.m_bSecure )
{
return false;
}
if ( iFilterSecure == FILTER_INSECURESERVERSONLY && server.m_bSecure )
{
return false;
}
if ( m_bFilterReplayServers && !IsReplayServer( server ) )
{
return false;
}
if ( m_pQuickList->IsVisible() == false )
{
// compare the first few characters of the filter name
int count = Q_strlen( m_szMapFilter );
if ( count && Q_strnicmp( server.m_szMap, m_szMapFilter, count ) )
{
return false;
}
}
return CheckTagFilter( server ) && CheckWorkshopFilter( server );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
uint32 CBaseGamesPage::GetServerFilters( MatchMakingKeyValuePair_t **pFilters )
{
*pFilters = m_vecServerFilters.Base();
return m_vecServerFilters.Count();
}
//-----------------------------------------------------------------------------
// Purpose: call to let the UI now whether the game list is currently refreshing
//-----------------------------------------------------------------------------
void CBaseGamesPage::SetRefreshing(bool state)
{
if (state)
{
ServerBrowserDialog().UpdateStatusText("#ServerBrowser_RefreshingServerList");
// clear message in panel
m_pGameList->SetEmptyListText("");
m_pRefreshAll->SetText("#ServerBrowser_StopRefreshingList");
m_pRefreshAll->SetCommand("stoprefresh");
m_pRefreshQuick->SetEnabled(false);
}
else
{
ServerBrowserDialog().UpdateStatusText("");
if (SupportsItem(IGameList::GETNEWLIST))
{
m_pRefreshAll->SetText("#ServerBrowser_RefreshAll");
}
else
{
m_pRefreshAll->SetText("#ServerBrowser_Refresh");
}
m_pRefreshAll->SetCommand("GetNewList");
// 'refresh quick' button is only enabled if there are servers in the list
if (m_pGameList->GetItemCount() > 0)
{
m_pRefreshQuick->SetEnabled(true);
}
else
{
m_pRefreshQuick->SetEnabled(false);
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseGamesPage::OnCommand(const char *command)
{
if (!Q_stricmp(command, "Connect"))
{
OnBeginConnect();
}
else if (!Q_stricmp(command, "stoprefresh"))
{
// cancel the existing refresh
StopRefresh();
}
else if ( !Q_stricmp(command, "refresh") )
{
if ( steamapicontext->SteamMatchmakingServers() )
steamapicontext->SteamMatchmakingServers()->RefreshQuery( m_hRequest );
SetRefreshing( true );
m_iServerRefreshCount = 0;
ClearQuickList();
}
else if (!Q_stricmp(command, "GetNewList"))
{
GetNewServerList();
}
else
{
BaseClass::OnCommand(command);
}
}
//-----------------------------------------------------------------------------
// Purpose: called when a row gets selected in the list
//-----------------------------------------------------------------------------
void CBaseGamesPage::OnItemSelected()
{
if ( GetSelectedServerID() == -1 )
{
m_pConnect->SetEnabled(false);
}
else
{
m_pConnect->SetEnabled(true);
}
}
//-----------------------------------------------------------------------------
// Purpose: refreshes server list on F5
//-----------------------------------------------------------------------------
void CBaseGamesPage::OnKeyCodePressed(vgui::KeyCode code)
{
if ( code == KEY_XBUTTON_A || code == STEAMCONTROLLER_A )
{
m_pConnect->DoClick();
}
else if ( code == KEY_F5 || code == KEY_XBUTTON_X || code == STEAMCONTROLLER_X )
{
StartRefresh();
}
else if ( m_pGameList->GetItemCount() > 0 &&
( code == KEY_XBUTTON_UP || code == KEY_XSTICK1_UP || code == KEY_XSTICK2_UP || code == STEAMCONTROLLER_DPAD_UP ||
code == KEY_XBUTTON_DOWN || code == KEY_XSTICK1_DOWN || code == KEY_XSTICK2_DOWN || code == STEAMCONTROLLER_DPAD_DOWN ) )
{
m_pGameList->RequestFocus();
}
else
{
BaseClass::OnKeyCodePressed(code);
}
}
//-----------------------------------------------------------------------------
// Purpose: Handle enter pressed in the games list page. Return true
// to intercept the message instead of passing it on through vgui.
//-----------------------------------------------------------------------------
bool CBaseGamesPage::OnGameListEnterPressed()
{
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Get the # items selected in the game list.
//-----------------------------------------------------------------------------
int CBaseGamesPage::GetSelectedItemsCount()
{
return m_pGameList->GetSelectedItemsCount();
}
//-----------------------------------------------------------------------------
// Purpose: adds a server to the favorites
//-----------------------------------------------------------------------------
void CBaseGamesPage::OnAddToFavorites()
{
if ( !steamapicontext->SteamMatchmakingServers() )
return;
// loop through all the selected favorites
for (int i = 0; i < m_pGameList->GetSelectedItemsCount(); i++)
{
int serverID = m_pGameList->GetItemUserData(m_pGameList->GetSelectedItem(i));
gameserveritem_t *pServer = steamapicontext->SteamMatchmakingServers()->GetServerDetails( m_hRequest, serverID );
if ( pServer )
{
// add to favorites list
ServerBrowserDialog().AddServerToFavorites(*pServer);
}
}
}
//-----------------------------------------------------------------------------
// Purpose: adds a server to the blacklist
//-----------------------------------------------------------------------------
void CBaseGamesPage::OnAddToBlacklist()
{
if ( !steamapicontext->SteamMatchmakingServers() )
return;
// loop through all the selected favorites
for (int i = 0; i < m_pGameList->GetSelectedItemsCount(); i++)
{
int serverID = m_pGameList->GetItemUserData(m_pGameList->GetSelectedItem(i));
gameserveritem_t *pServer = steamapicontext->SteamMatchmakingServers()->GetServerDetails( m_hRequest, serverID );
if ( pServer )
{
ServerBrowserDialog().AddServerToBlacklist(*pServer);
}
}
ServerBrowserDialog().BlacklistsChanged();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseGamesPage::ServerFailedToRespond( HServerListRequest hReq, int iServer )
{
ServerResponded( hReq, iServer );
}
//-----------------------------------------------------------------------------
// Purpose: removes the server from the UI list
//-----------------------------------------------------------------------------
void CBaseGamesPage::RemoveServer( serverdisplay_t &server )
{
if ( m_pGameList->IsValidItemID( server.m_iListID ) )
{
// don't remove the server from list, just hide since this is a lot faster
m_pGameList->SetItemVisible( server.m_iListID, false );
// find the row in the list and kill
// m_pGameList->RemoveItem(server.listEntryID);
// server.listEntryID = GetInvalidServerListID();
}
UpdateStatus();
}
//-----------------------------------------------------------------------------
// Purpose: refreshes a single server
//-----------------------------------------------------------------------------
void CBaseGamesPage::OnRefreshServer( int serverID )
{
if ( !steamapicontext->SteamMatchmakingServers() )
return;
// walk the list of selected servers refreshing them
for (int i = 0; i < m_pGameList->GetSelectedItemsCount(); i++)
{
int serverID = m_pGameList->GetItemUserData(m_pGameList->GetSelectedItem(i));
// refresh this server
steamapicontext->SteamMatchmakingServers()->RefreshServer( m_hRequest, serverID );
}
SetRefreshing(IsRefreshing());
}
//-----------------------------------------------------------------------------
// Purpose: starts the servers refreshing
//-----------------------------------------------------------------------------
void CBaseGamesPage::StartRefresh()
{
if ( !steamapicontext->SteamMatchmakingServers() )
return;
ClearServerList();
MatchMakingKeyValuePair_t *pFilters;
int nFilters = GetServerFilters( &pFilters );
if ( m_hRequest )
{
steamapicontext->SteamMatchmakingServers()->ReleaseRequest( m_hRequest );
m_hRequest = NULL;
}
switch ( m_eMatchMakingType )
{
case eFavoritesServer:
m_hRequest = steamapicontext->SteamMatchmakingServers()->RequestFavoritesServerList( GetFilterAppID().AppID(), &pFilters, nFilters, this );
break;
case eHistoryServer:
m_hRequest = steamapicontext->SteamMatchmakingServers()->RequestHistoryServerList( GetFilterAppID().AppID(), &pFilters, nFilters, this );
break;
case eInternetServer:
m_hRequest = steamapicontext->SteamMatchmakingServers()->RequestInternetServerList( GetFilterAppID().AppID(), &pFilters, nFilters, this );
break;
case eSpectatorServer:
m_hRequest = steamapicontext->SteamMatchmakingServers()->RequestSpectatorServerList( GetFilterAppID().AppID(), &pFilters, nFilters, this );
break;
case eFriendsServer:
m_hRequest = steamapicontext->SteamMatchmakingServers()->RequestFriendsServerList( GetFilterAppID().AppID(), &pFilters, nFilters, this );
break;
case eLANServer:
m_hRequest = steamapicontext->SteamMatchmakingServers()->RequestLANServerList( GetFilterAppID().AppID(), this );
break;
default:
Assert( !"Unknown server type" );
break;
}
SetRefreshing( true );
m_iServerRefreshCount = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseGamesPage::ClearQuickList( void )
{
m_pQuickList->DeleteAllItems();
m_vecMapNamesFound.RemoveAll();
int iIndex = m_quicklistserverlist.First();
while ( iIndex != m_quicklistserverlist.InvalidIndex() )
{
CQuickListMapServerList *vecMapServers = &m_quicklistserverlist[iIndex];
vecMapServers->RemoveAll();
iIndex = m_quicklistserverlist.Next( iIndex );
}
m_quicklistserverlist.RemoveAll();
}
//-----------------------------------------------------------------------------
// Purpose: Remove all the servers we currently have
//-----------------------------------------------------------------------------
void CBaseGamesPage::ClearServerList()
{
m_mapServers.RemoveAll();
m_mapServerIP.RemoveAll();
m_pGameList->RemoveAll();
m_iServersBlacklisted = 0;
ClearQuickList();
}
//-----------------------------------------------------------------------------
// Purpose: get a new list of servers from the backend
//-----------------------------------------------------------------------------
void CBaseGamesPage::GetNewServerList()
{
StartRefresh();
}
//-----------------------------------------------------------------------------
// Purpose: stops current refresh/GetNewServerList()
//-----------------------------------------------------------------------------
void CBaseGamesPage::StopRefresh()
{
// clear update states
m_iServerRefreshCount = 0;
// Stop the server list refreshing
if ( steamapicontext->SteamMatchmakingServers() )
steamapicontext->SteamMatchmakingServers()->CancelQuery( m_hRequest );
// update UI
RefreshComplete( m_hRequest, eServerResponded );
// apply settings
ApplyGameFilters();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseGamesPage::RefreshComplete( HServerListRequest hRequest, EMatchMakingServerResponse response )
{
SelectQuickListServers();
}
//-----------------------------------------------------------------------------
// Purpose: returns true if the list is currently refreshing servers
//-----------------------------------------------------------------------------
bool CBaseGamesPage::IsRefreshing()
{
return steamapicontext->SteamMatchmakingServers() && steamapicontext->SteamMatchmakingServers()->IsRefreshing( m_hRequest );
}
//-----------------------------------------------------------------------------
// Purpose: Activates the page, starts refresh
//-----------------------------------------------------------------------------
void CBaseGamesPage::OnPageShow()
{
StartRefresh();
}
//-----------------------------------------------------------------------------
// Purpose: Called on page hide, stops any refresh
//-----------------------------------------------------------------------------
void CBaseGamesPage::OnPageHide()
{
StopRefresh();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
vgui::Panel *CBaseGamesPage::GetActiveList( void )
{
if ( m_pQuickList->IsVisible() )
return m_pQuickList;
return m_pGameList;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseGamesPage::GetSelectedServerID( KeyValues **pKV )
{
int serverID = -1;
if ( pKV )
{
*pKV = NULL;
}
if ( m_pQuickList->IsVisible() == true )
{
if ( IsRefreshing() == true )
return -1;
if ( m_pQuickList->GetSelectedPanel() )
{
CQuickListPanel *pQuickPanel = dynamic_cast<CQuickListPanel*>( m_pQuickList->GetSelectedPanel() );
if ( pQuickPanel )
{
serverID = m_pGameList->GetItemUserData( pQuickPanel->GetListID() );
if ( pKV )
{
*pKV = m_pGameList->GetItem( pQuickPanel->GetListID() );
}
}
}
}
else
{
if (!m_pGameList->GetSelectedItemsCount())
return -1;
// get the server
serverID = m_pGameList->GetItemUserData( m_pGameList->GetSelectedItem(0) );
if ( pKV )
{
*pKV = m_pGameList->GetItem( m_pGameList->GetSelectedItem(0) );
}
}
return serverID;
}
//-----------------------------------------------------------------------------
// Purpose: Dialog which warns the user about the server they're joining
//-----------------------------------------------------------------------------
class CDialogServerWarning : public vgui::Frame
{
DECLARE_CLASS_SIMPLE( CDialogServerWarning, vgui::Frame );
public:
CDialogServerWarning(vgui::Panel *parent, IGameList *gameList, int serverID );
virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
virtual void OnCommand(const char *command);
MESSAGE_FUNC_PTR_INT( OnButtonToggled, "ButtonToggled", panel, state );
private:
IGameList *m_pGameList;
int m_iServerID;
vgui::CheckButton *m_pDontShowThisAgainCheckButton;
};
//-----------------------------------------------------------------------------
// Purpose: Constructor
// Input : *gameList - game list to add specified server to
//-----------------------------------------------------------------------------
CDialogServerWarning::CDialogServerWarning(vgui::Panel *parent, IGameList *gameList, int serverID ) : Frame(parent, "DialogServerWarning")
{
m_pGameList = gameList;
m_iServerID = serverID;
m_pDontShowThisAgainCheckButton = new CheckButton(this, "DontShowThisAgainCheckbutton", "");
SetDeleteSelfOnClose(true);
SetSizeable( false );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDialogServerWarning::ApplySchemeSettings( IScheme *pScheme )
{
BaseClass::ApplySchemeSettings( pScheme );
LoadControlSettings("Servers/DialogServerWarning.res");
}
//-----------------------------------------------------------------------------
// Purpose: button command handler
//-----------------------------------------------------------------------------
void CDialogServerWarning::OnCommand(const char *command)
{
if ( Q_stricmp(command, "OK") == 0 )
{
// mark ourselves to be closed
PostMessage(this, new KeyValues("Close"));
// join the game
ServerBrowserDialog().JoinGame( m_pGameList, m_iServerID );
}
else
{
BaseClass::OnCommand(command);
}
}
//-----------------------------------------------------------------------------
// Purpose: Handles filter dropdown being toggled
//-----------------------------------------------------------------------------
void CDialogServerWarning::OnButtonToggled(Panel *panel, int state)
{
ConVarRef sb_dontshow_maxplayer_warning( "sb_dontshow_maxplayer_warning", true );
if ( sb_dontshow_maxplayer_warning.IsValid() )
{
sb_dontshow_maxplayer_warning.SetValue( state );
}
}
//-----------------------------------------------------------------------------
// Purpose: initiates server connection
//-----------------------------------------------------------------------------
void CBaseGamesPage::OnBeginConnect()
{
KeyValues *pKV = NULL;
int serverID = GetSelectedServerID( &pKV );
if ( serverID == -1 )
return;
// Stop the current refresh
StopRefresh();
ConVarRef sb_dontshow_maxplayer_warning( "sb_dontshow_maxplayer_warning", true );
if ( sb_dontshow_maxplayer_warning.IsValid() )
{
// If the server is above the suggested maxplayers, warn the player
int iMaxP = sb_mod_suggested_maxplayers.GetInt();
if ( iMaxP && pKV && !sb_dontshow_maxplayer_warning.GetBool() )
{
int iMaxCount = pKV->GetInt( "MaxPlayerCount", 0 );
if ( iMaxCount > iMaxP )
{
CDialogServerWarning *dlg = vgui::SETUP_PANEL( new CDialogServerWarning( this, this, serverID ) );
dlg->MoveToCenterOfScreen();
dlg->DoModal();
wchar_t wszWarning[512];
wchar_t wszServerMaxPlayers[12];
wchar_t wszDesignedMaxPlayers[12];
wchar_t wszGameName[256];
_snwprintf( wszServerMaxPlayers, Q_ARRAYSIZE(wszServerMaxPlayers), L"%d", iMaxCount );
_snwprintf( wszDesignedMaxPlayers, Q_ARRAYSIZE(wszDesignedMaxPlayers), L"%d", iMaxP );
Q_UTF8ToUnicode( ModList().GetModNameForModDir( m_iLimitToAppID ), wszGameName, Q_ARRAYSIZE(wszGameName) );
g_pVGuiLocalize->ConstructString( wszWarning, sizeof( wszWarning ), g_pVGuiLocalize->Find( "#ServerBrowser_ServerWarning_MaxPlayers"), 4, wszServerMaxPlayers, wszGameName, wszDesignedMaxPlayers, wszDesignedMaxPlayers );
dlg->SetDialogVariable( "warning", wszWarning );
return;
}
}
}
// join the game
ServerBrowserDialog().JoinGame(this, serverID);
}
//-----------------------------------------------------------------------------
// Purpose: Displays the current game info without connecting
//-----------------------------------------------------------------------------
void CBaseGamesPage::OnViewGameInfo()
{
int serverID = GetSelectedServerID();
if ( serverID == -1 )
return;
// Stop the current refresh
StopRefresh();
// join the game
ServerBrowserDialog().OpenGameInfoDialog(this, serverID);
}
//-----------------------------------------------------------------------------
// Purpose: Return code to use for tracking how people are connecting to servers
//-----------------------------------------------------------------------------
const char *CBaseGamesPage::GetConnectCode()
{
// Determine code to use, for the "connect" command.
//
// E.g.: "connect serverbrowser" (This command primarily exists so i can grep the code....)
const char *pszConnectCode = "serverbrowser";
switch ( m_eMatchMakingType )
{
default:
AssertMsg1( false, "Unknown matchmaking type %d", m_eMatchMakingType );
break;
case eInternetServer:
pszConnectCode = "serverbrowser_internet";
break;
case eLANServer:
pszConnectCode = "serverbrowser_lan";
break;
case eFriendsServer:
pszConnectCode = "serverbrowser_friends";
break;
case eFavoritesServer:
pszConnectCode = "serverbrowser_favorites";
break;
case eHistoryServer:
pszConnectCode = "serverbrowser_history";
break;
case eSpectatorServer:
pszConnectCode = "serverbrowser_spectator";
break;
};
return pszConnectCode;
}
//-----------------------------------------------------------------------------
// Purpose: Refresh if our favorites list changed
//-----------------------------------------------------------------------------
void CBaseGamesPage::OnFavoritesMsg( FavoritesListChanged_t *pFavListChanged )
{
if ( !pFavListChanged->m_nIP ) // a zero for IP means the whole list was reloaded and we need to reload
{
switch ( m_eMatchMakingType )
{
case eInternetServer:
case eLANServer:
case eSpectatorServer:
case eFriendsServer:
return;
case eFavoritesServer:
case eHistoryServer:
// check containing property sheet to see if the page is visible.
// if not, don't bother initiating a server list grab right now -
// it will happen when the dialog is activated later.
if ( reinterpret_cast< PropertySheet* >( GetParent() )->GetActivePage() == this &&
GetParent()->IsVisible() && ServerBrowserDialog().IsVisible() )
{
GetNewServerList();
}
return;
default:
Assert( !"unknown matchmaking type" );
}
return;
}
switch ( m_eMatchMakingType )
{
case eInternetServer:
case eLANServer:
case eSpectatorServer:
case eFriendsServer:
break;
case eFavoritesServer:
case eHistoryServer:
{
int iIPServer = m_mapServerIP.Find( netadr_t( pFavListChanged->m_nIP, pFavListChanged->m_nConnPort ) );
if ( iIPServer == m_mapServerIP.InvalidIndex() )
{
if ( pFavListChanged->m_bAdd )
{
if ( steamapicontext->SteamMatchmakingServers() )
steamapicontext->SteamMatchmakingServers()->PingServer( pFavListChanged->m_nIP, pFavListChanged->m_nQueryPort, this );
}
// ignore deletes of fav's we didn't have
}
else
{
if ( pFavListChanged->m_bAdd )
{
if ( m_mapServerIP[ iIPServer ] > 0 )
ServerResponded( m_hRequest, m_mapServerIP[ iIPServer ] );
}
else
{
int iServer = m_mapServers.Find( m_mapServerIP[ iIPServer ] );
serverdisplay_t &server = m_mapServers[ iServer ];
RemoveServer( server );
}
}
}
break;
default:
Assert( !"unknown matchmaking type" );
};
}
void CCheckBoxWithStatus::OnCursorEntered()
{
ServerBrowserDialog().UpdateStatusText("#ServerBrowser_QuickListExplanation");
}
void CCheckBoxWithStatus::OnCursorExited()
{
ServerBrowserDialog().UpdateStatusText("");
}