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 "AdminServer.h"
#include "IRunGameEngine.h"
#include "IGameServerData.h"
#include "GamePanelInfo.h"
#include "ivprofexport.h"
#include <vgui/ISystem.h>
#include <vgui/IPanel.h>
#include <vgui/IVGui.h>
#include <vgui/ILocalize.h>
#include <KeyValues.h>
#include "filesystem.h"
// expose the server browser interfaces
CAdminServer g_AdminServerSingleton;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CAdminServer, IAdminServer, ADMINSERVER_INTERFACE_VERSION, g_AdminServerSingleton);
EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CAdminServer, IVGuiModule, "VGuiModuleAdminServer001", g_AdminServerSingleton);
IGameServerData *g_pGameServerData = NULL;
IVProfExport *g_pVProfExport = NULL;
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CAdminServer::CAdminServer()
{
// fill in the 0-based element of the manage servers list
OpenedManageDialog_t empty = { 0, NULL };
m_OpenedManageDialog.AddToTail(empty);
m_hParent=0;
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CAdminServer::~CAdminServer()
{
}
//-----------------------------------------------------------------------------
// Purpose: links to vgui and engine interfaces
//-----------------------------------------------------------------------------
bool CAdminServer::Initialize(CreateInterfaceFn *factorylist, int factoryCount)
{
ConnectTier1Libraries( factorylist, factoryCount );
ConVar_Register();
ConnectTier2Libraries( factorylist, factoryCount );
ConnectTier3Libraries( factorylist, factoryCount );
// find our interfaces
for (int i = 0; i < factoryCount; i++)
{
// if we're running locally we can get this direct interface to the game engine
if (!g_pGameServerData)
{
g_pGameServerData = (IGameServerData *)(factorylist[i])(GAMESERVERDATA_INTERFACE_VERSION, NULL);
}
if ( !g_pVProfExport )
{
g_pVProfExport = (IVProfExport*)(factorylist[i])( VPROF_EXPORT_INTERFACE_VERSION, NULL );
}
}
RemoteServer().Initialize(); // now we have the game date interface, initialize the engine connection
if ( vgui::VGui_InitInterfacesList("AdminServer", factorylist, factoryCount) )
{
// load localization file
g_pVGuiLocalize->AddFile( "admin/admin_%language%.txt");
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: links to other modules interfaces (tracker)
//-----------------------------------------------------------------------------
bool CAdminServer::PostInitialize(CreateInterfaceFn *modules, int factoryCount)
{
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CAdminServer::IsValid()
{
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CAdminServer::Activate()
{
return true;
}
//-----------------------------------------------------------------------------
// Purpose: returns direct handle to main server browser dialog
//-----------------------------------------------------------------------------
vgui::VPANEL CAdminServer::GetPanel()
{
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Closes down the server browser for good
//-----------------------------------------------------------------------------
void CAdminServer::Shutdown()
{
DisconnectTier3Libraries();
DisconnectTier2Libraries();
ConVar_Unregister();
DisconnectTier1Libraries();
}
void CAdminServer::SetParent(vgui::VPANEL parent)
{
/* if (m_hServerPage.Get())
{
m_hServerPage->SetParent(parent);
}
*/
m_hParent = parent;
}
//-----------------------------------------------------------------------------
// Purpose: Called when the user enters the game
//-----------------------------------------------------------------------------
void CAdminServer::Deactivate()
{
}
//-----------------------------------------------------------------------------
// Purpose: Called when the user returns from the game to the outside UI
//-----------------------------------------------------------------------------
void CAdminServer::Reactivate()
{
}
//-----------------------------------------------------------------------------
// Purpose: opens a manage server dialog for a local server
//-----------------------------------------------------------------------------
ManageServerUIHandle_t CAdminServer::OpenManageServerDialog(const char *serverName, const char *gameDir)
{
CGamePanelInfo *tmp = new CGamePanelInfo(NULL, serverName, gameDir);
tmp->SetParent(m_hParent);
// add a new item into the list
int i = m_OpenedManageDialog.AddToTail();
m_OpenedManageDialog[i].handle = vgui::ivgui()->PanelToHandle(tmp->GetVPanel());
m_OpenedManageDialog[i].manageInterface = tmp;
return (ManageServerUIHandle_t)i;
}
//-----------------------------------------------------------------------------
// Purpose: opens a manage server dialog to a remote server
//-----------------------------------------------------------------------------
ManageServerUIHandle_t CAdminServer::OpenManageServerDialog(unsigned int gameIP, unsigned int gamePort, const char *password)
{
Assert(false);
return (ManageServerUIHandle_t)0;
}
//-----------------------------------------------------------------------------
// Purpose: forces the game info dialog closed
//-----------------------------------------------------------------------------
void CAdminServer::CloseManageServerDialog(ManageServerUIHandle_t gameDialog)
{
Assert(false);
}
//-----------------------------------------------------------------------------
// Purpose: Gets a handle to the management interface
//-----------------------------------------------------------------------------
IManageServer *CAdminServer::GetManageServerInterface(ManageServerUIHandle_t handle)
{
// make sure it's safe
if ((int)handle < 1 || (int)handle > m_OpenedManageDialog.Count())
return NULL;
vgui::VPANEL panel = vgui::ivgui()->HandleToPanel(m_OpenedManageDialog[handle].handle);
if (!panel)
return NULL;
return m_OpenedManageDialog[handle].manageInterface;
}