Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

493 lines
15 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#include "pch_serverbrowser.h"
// expose the server browser interfaces
CServerBrowser g_ServerBrowserSingleton;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CServerBrowser, IServerBrowser, SERVERBROWSER_INTERFACE_VERSION, g_ServerBrowserSingleton);
EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CServerBrowser, IVGuiModule, "VGuiModuleServerBrowser001", g_ServerBrowserSingleton); // the interface loaded by PlatformMenu.vdf
// singleton accessor
CServerBrowser &ServerBrowser()
{
return g_ServerBrowserSingleton;
}
IRunGameEngine *g_pRunGameEngine = NULL;
IServersInfo *g_pServersInfo = NULL;
static CSteamAPIContext g_SteamAPIContext;
CSteamAPIContext *steamapicontext = &g_SteamAPIContext;
IEngineReplay *g_pEngineReplay = NULL;
ConVar sb_firstopentime( "sb_firstopentime", "0", FCVAR_DEVELOPMENTONLY, "Indicates the time the server browser was first opened." );
ConVar sb_numtimesopened( "sb_numtimesopened", "0", FCVAR_DEVELOPMENTONLY, "Indicates the number of times the server browser was opened this session." );
// the original author of this code felt strdup was not acceptible.
inline char *CloneString( const char *str )
{
char *cloneStr = new char [ strlen(str)+1 ];
strcpy( cloneStr, str );
return cloneStr;
}
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CServerBrowser::CServerBrowser()
{
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CServerBrowser::~CServerBrowser()
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CServerBrowser::CreateDialog()
{
if (!m_hInternetDlg.Get())
{
m_hInternetDlg = new CServerBrowserDialog(NULL); // SetParent() call below fills this in
m_hInternetDlg->Initialize();
}
}
//-----------------------------------------------------------------------------
// Purpose: links to vgui and engine interfaces
//-----------------------------------------------------------------------------
bool CServerBrowser::Initialize(CreateInterfaceFn *factorylist, int factoryCount)
{
ConnectTier1Libraries( factorylist, factoryCount );
ConVar_Register();
ConnectTier2Libraries( factorylist, factoryCount );
ConnectTier3Libraries( factorylist, factoryCount );
g_pRunGameEngine = NULL;
for ( int i = 0; i < factoryCount; ++i )
{
if ( !g_pEngineReplay )
g_pEngineReplay = ( IEngineReplay * )factorylist[ i ]( ENGINE_REPLAY_INTERFACE_VERSION, NULL );
if( !g_pServersInfo )
g_pServersInfo = ( IServersInfo * )factorylist[ i ]( SERVERLIST_INTERFACE_VERSION, NULL );
}
SteamAPI_InitSafe();
SteamAPI_SetTryCatchCallbacks( false ); // We don't use exceptions, so tell steam not to use try/catch in callback handlers
steamapicontext->Init();
for (int i = 0; i < factoryCount; i++)
{
if (!g_pRunGameEngine)
{
g_pRunGameEngine = (IRunGameEngine *)(factorylist[i])(RUNGAMEENGINE_INTERFACE_VERSION, NULL);
}
}
// load the vgui interfaces
#if defined( STEAM ) || defined( HL1 )
if ( !vgui::VGuiControls_Init("ServerBrowser", factorylist, factoryCount) )
#else
if ( !vgui::VGui_InitInterfacesList("ServerBrowser", factorylist, factoryCount) )
#endif
return false;
// load localization file
g_pVGuiLocalize->AddFile( "servers/serverbrowser_%language%.txt" );
return true;
}
//-----------------------------------------------------------------------------
// Purpose: links to other modules interfaces (tracker)
//-----------------------------------------------------------------------------
bool CServerBrowser::PostInitialize(CreateInterfaceFn *modules, int factoryCount)
{
// find the interfaces we need
for (int i = 0; i < factoryCount; i++)
{
if (!g_pRunGameEngine)
{
g_pRunGameEngine = (IRunGameEngine *)(modules[i])(RUNGAMEENGINE_INTERFACE_VERSION, NULL);
}
}
CreateDialog();
m_hInternetDlg->SetVisible(false);
return g_pRunGameEngine;
}
//-----------------------------------------------------------------------------
// Purpose: true if the user can't play a game due to VAC banning
//-----------------------------------------------------------------------------
bool CServerBrowser::IsVACBannedFromGame( int nAppID )
{
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Marks that the tool/game loading us intends to feed us workshop information
//-----------------------------------------------------------------------------
void CServerBrowser::SetWorkshopEnabled( bool bManaged )
{
m_bWorkshopEnabled = bManaged;
}
//-----------------------------------------------------------------------------
// Purpose: Add a mapname to our known user-subscribed workshop maps list
//-----------------------------------------------------------------------------
void CServerBrowser::AddWorkshopSubscribedMap( const char *pszMapName )
{
CUtlString strMap( pszMapName );
if ( !IsWorkshopSubscribedMap( strMap ) )
{
m_vecWorkshopSubscribedMaps.AddToTail( strMap );
}
}
//-----------------------------------------------------------------------------
// Purpose: remove a mapname to our known user-subscribed workshop maps list
//-----------------------------------------------------------------------------
void CServerBrowser::RemoveWorkshopSubscribedMap( const char *pszMapName )
{
m_vecWorkshopSubscribedMaps.FindAndFastRemove( CUtlString( pszMapName ) );
}
//-----------------------------------------------------------------------------
// Purpose: Well, is it?
//-----------------------------------------------------------------------------
bool CServerBrowser::IsWorkshopEnabled()
{
return m_bWorkshopEnabled;
}
//-----------------------------------------------------------------------------
// Purpose: Check if this map is in our subscribed list
//-----------------------------------------------------------------------------
bool CServerBrowser::IsWorkshopSubscribedMap( const char *pszMapName )
{
return m_vecWorkshopSubscribedMaps.HasElement( CUtlString( pszMapName ) );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CServerBrowser::IsValid()
{
return ( g_pRunGameEngine );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CServerBrowser::Activate()
{
static bool firstTimeOpening = true;
if ( firstTimeOpening )
{
m_hInternetDlg->LoadUserData(); // reload the user data the first time the dialog is made visible, helps with the lag between module load and
// steamui getting Deactivate() call
firstTimeOpening = false;
}
int numTimesOpened = sb_numtimesopened.GetInt() + 1;
sb_numtimesopened.SetValue( numTimesOpened );
if ( numTimesOpened == 1 )
{
time_t aclock;
time( &aclock );
sb_firstopentime.SetValue( (int) aclock );
}
Open();
return true;
}
//-----------------------------------------------------------------------------
// Purpose: called when the server browser gets used in the game
//-----------------------------------------------------------------------------
void CServerBrowser::Deactivate()
{
if (m_hInternetDlg.Get())
{
m_hInternetDlg->SaveUserData();
}
}
//-----------------------------------------------------------------------------
// Purpose: called when the server browser is no longer being used in the game
//-----------------------------------------------------------------------------
void CServerBrowser::Reactivate()
{
if (m_hInternetDlg.Get())
{
m_hInternetDlg->LoadUserData();
if (m_hInternetDlg->IsVisible())
{
m_hInternetDlg->RefreshCurrentPage();
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CServerBrowser::Open()
{
m_hInternetDlg->Open();
}
//-----------------------------------------------------------------------------
// Purpose: returns direct handle to main server browser dialog
//-----------------------------------------------------------------------------
vgui::VPANEL CServerBrowser::GetPanel()
{
return m_hInternetDlg.Get() ? m_hInternetDlg->GetVPanel() : NULL;
}
//-----------------------------------------------------------------------------
// Purpose: sets the parent panel of the main module panel
//-----------------------------------------------------------------------------
void CServerBrowser::SetParent(vgui::VPANEL parent)
{
if (m_hInternetDlg.Get())
{
m_hInternetDlg->SetParent(parent);
}
}
//-----------------------------------------------------------------------------
// Purpose: Closes down the server browser for good
//-----------------------------------------------------------------------------
void CServerBrowser::Shutdown()
{
if (m_hInternetDlg.Get())
{
m_hInternetDlg->Close();
m_hInternetDlg->MarkForDeletion();
}
#if defined( STEAM )
vgui::VGuiControls_Shutdown();
#endif
DisconnectTier3Libraries();
DisconnectTier2Libraries();
ConVar_Unregister();
DisconnectTier1Libraries();
}
//-----------------------------------------------------------------------------
// Purpose: opens a game info dialog to watch the specified server; associated with the friend 'userName'
//-----------------------------------------------------------------------------
bool CServerBrowser::OpenGameInfoDialog( uint64 ulSteamIDFriend, const char *pszConnectCode )
{
#if 0
if ( m_hInternetDlg.Get() )
{
// activate an already-existing dialog
CDialogGameInfo *pDialogGameInfo = m_hInternetDlg->GetDialogGameInfoForFriend( ulSteamIDFriend );
if ( pDialogGameInfo )
{
pDialogGameInfo->Activate();
return true;
}
// none yet, create a new dialog
FriendGameInfo_t friendGameInfo;
if ( steamapicontext->SteamFriends()->GetFriendGamePlayed( ulSteamIDFriend, &friendGameInfo ) )
{
uint16 usConnPort = friendGameInfo.m_usGamePort;
if ( friendGameInfo.m_usQueryPort < QUERY_PORT_ERROR )
usConnPort = friendGameInfo.m_usQueryPort;
CDialogGameInfo *pDialogGameInfo = m_hInternetDlg->OpenGameInfoDialog( friendGameInfo.m_unGameIP, friendGameInfo.m_usGamePort, usConnPort, pszConnectCode );
pDialogGameInfo->SetFriend( ulSteamIDFriend );
return true;
}
}
#endif
return false;
}
//-----------------------------------------------------------------------------
// Purpose: joins a specified game - game info dialog will only be opened if the server is fully or passworded
//-----------------------------------------------------------------------------
bool CServerBrowser::JoinGame( uint64 ulSteamIDFriend, const char *pszConnectCode )
{
/* if ( OpenGameInfoDialog( ulSteamIDFriend, pszConnectCode ) )
{
CDialogGameInfo *pDialogGameInfo = m_hInternetDlg->GetDialogGameInfoForFriend( ulSteamIDFriend );
pDialogGameInfo->Connect();
}*/
return false;
}
//-----------------------------------------------------------------------------
// Purpose: joins a game by IP/Port
//-----------------------------------------------------------------------------
bool CServerBrowser::JoinGame( uint32 unGameIP, uint16 usGamePort, const char *pszConnectCode )
{
m_hInternetDlg->JoinGame( unGameIP, usGamePort, pszConnectCode );
return true;
}
//-----------------------------------------------------------------------------
// Purpose: forces the game info dialog closed
//-----------------------------------------------------------------------------
void CServerBrowser::CloseGameInfoDialog( uint64 ulSteamIDFriend )
{
#if 0
CDialogGameInfo *pDialogGameInfo = m_hInternetDlg->GetDialogGameInfoForFriend( ulSteamIDFriend );
if ( pDialogGameInfo )
{
pDialogGameInfo->Close();
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose: closes all the game info dialogs
//-----------------------------------------------------------------------------
void CServerBrowser::CloseAllGameInfoDialogs()
{
if ( m_hInternetDlg.Get() )
{
m_hInternetDlg->CloseAllGameInfoDialogs();
}
}
CUtlVector< gametypes_t > g_GameTypes;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void LoadGameTypes( void )
{
if ( g_GameTypes.Count() > 0 )
return;
#define GAMETYPES_FILE "servers/ServerBrowserGameTypes.txt"
KeyValues * kv = new KeyValues( GAMETYPES_FILE );
if ( !kv->LoadFromFile( g_pFullFileSystem, GAMETYPES_FILE, "MOD" ) )
{
kv->deleteThis();
return;
}
g_GameTypes.RemoveAll();
for ( KeyValues *pData = kv->GetFirstSubKey(); pData != NULL; pData = pData->GetNextKey() )
{
gametypes_t gametype;
gametype.pPrefix = CloneString( pData->GetString( "prefix", "" ) );
gametype.pGametypeName = CloneString( pData->GetString( "name", "" ) );
g_GameTypes.AddToTail( gametype );
}
kv->deleteThis();
}
const char *GetGameTypeName( const char *pMapName )
{
LoadGameTypes();
for ( int i = 0; i < g_GameTypes.Count(); i++ )
{
int iLength = strlen( g_GameTypes[i].pPrefix );
if ( !Q_strncmp( pMapName, g_GameTypes[i].pPrefix, iLength ) )
{
return g_GameTypes[i].pGametypeName;
}
}
return "";
}
//-----------------------------------------------------------------------------
// Purpose of comments like these: none
//-----------------------------------------------------------------------------
const char *CServerBrowser::GetMapFriendlyNameAndGameType( const char *pszMapName, char *szFriendlyMapName, int cchFriendlyName )
{
// Make sure game types are loaded
LoadGameTypes();
// Scan list
const char *pszFriendlyGameTypeName = "";
for ( int i = 0; i < g_GameTypes.Count(); i++ )
{
int iLength = strlen( g_GameTypes[i].pPrefix );
if ( !Q_strnicmp( pszMapName, g_GameTypes[i].pPrefix, iLength ) )
{
pszMapName += iLength;
pszFriendlyGameTypeName = g_GameTypes[i].pGametypeName;
break;
}
}
// See how many characters from the name to copy.
// Start by assuming we'll copy the whole thing.
// (After any prefix we just skipped)
int l = V_strlen( pszMapName );
const char *pszFinal = Q_stristr( pszMapName, "_final" );
if ( pszFinal )
{
// truncate the _final (or _final1) part of the filename if it's at the end of the name
const char *pszNextChar = pszFinal + Q_strlen( "_final" );
if ( ( *pszNextChar == '\0' ) ||
( ( *pszNextChar == '1' ) && ( *(pszNextChar+1) == '\0' ) ) )
{
l = pszFinal - pszMapName;
}
}
// Safety check against buffer size
if ( l >= cchFriendlyName )
{
Assert( !"Map name too long for buffer!" );
l = cchFriendlyName-1;
}
// Copy friendly portion of name only
V_memcpy( szFriendlyMapName, pszMapName, l );
// It's like the Alamo. We never forget.
szFriendlyMapName[l] = '\0';
// Result should be the friendly game type name
return pszFriendlyGameTypeName;
}