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 "FavoriteGames.h"
#include "proto_oob.h"
#include "ServerContextMenu.h"
#include "ServerListCompare.h"
#include "Socket.h"
#include "util.h"
#include "serverpage.h"
#include "DialogAddServer.h"
#include "FavoriteGames.h"
#include "filesystem.h"
#include "tier1/utlbuffer.h"
#include <VGUI_Controls.h>
#include <VGUI_KeyValues.h>
#include <VGUI_ListPanel.h>
#include <VGUI_IScheme.h>
#include <VGUI_IVGui.h>
#include <VGUI_ImagePanel.h>
#include <VGUI_ISystem.h>
#include <VGUI_MessageBox.h>
#include <VGUI_Button.h>
using namespace vgui;
const int TIMEOUT = 99999;
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CFavoriteGames::CFavoriteGames(vgui::Panel *parent) : CBaseGamesPage(parent, "FavoriteGames")
{
m_iServerRefreshCount = 0;
m_pImportFavoritesdlg = NULL;
m_bSaveRcon=false;
StartRefresh();
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CFavoriteGames::~CFavoriteGames()
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFavoriteGames::LoadFavoritesList(KeyValues *favoritesData,bool loadrcon)
{
// load in favorites
for (KeyValues *dat = favoritesData->GetFirstSubKey(); dat != NULL; dat = dat->GetNextKey())
{
serveritem_t server;
memset(&server, 0, sizeof(server));
const char *addr = dat->GetString("address");
int ip1, ip2, ip3, ip4, port;
sscanf(addr, "%d.%d.%d.%d:%d", &ip1, &ip2, &ip3, &ip4, &port);
server.ip[0] = ip1;
server.ip[1] = ip2;
server.ip[2] = ip3;
server.ip[3] = ip4;
server.port = port;
server.players = 0;
v_strncpy(server.name, dat->GetString("name"), sizeof(server.name));
v_strncpy(server.map, dat->GetString("map"), sizeof(server.map));
v_strncpy(server.gameDir, dat->GetString("gamedir"), sizeof(server.gameDir));
server.players = dat->GetInt("players");
server.maxPlayers = dat->GetInt("maxplayers");
if(loadrcon)
{
v_strncpy(server.rconPassword,dat->GetString("rconpassword"),sizeof(server.rconPassword));
}
// add to main list
AddNewServer(server);
}
}
//-----------------------------------------------------------------------------
// Purpose: updates the Rconpassword for a server, and perhaps more later :)
//-----------------------------------------------------------------------------
void CFavoriteGames::UpdateServer(serveritem_t &serverIn)
{
for (int i = 0; i < m_Servers.ServerCount(); i++)
{
serveritem_t &serverOut = m_Servers.GetServer(i);
if( !memcmp(serverOut.ip,serverIn.ip,sizeof(serverIn.ip)) &&
serverOut.port==serverIn.port)
{
// we have a match!
v_strncpy(serverOut.rconPassword,serverIn.rconPassword,sizeof(serverOut.rconPassword));
}
}
}
//-----------------------------------------------------------------------------
// Purpose: saves the current list of servers to the favorites section of the data file
//-----------------------------------------------------------------------------
void CFavoriteGames::SaveFavoritesList(KeyValues *favoritesData,bool savercon)
{
favoritesData->Clear();
// loop through all the servers writing them into the doc
for (int i = 0; i < m_Servers.ServerCount(); i++)
{
serveritem_t &server = m_Servers.GetServer(i);
// always save away all the entries, even if they didn't respond this time
//if (server.doNotRefresh)
// continue;
KeyValues *dat = favoritesData->CreateNewKey();
dat->SetString("name", server.name);
dat->SetString("gamedir", server.gameDir);
dat->SetInt("players", server.players);
dat->SetInt("maxplayers", server.maxPlayers);
dat->SetString("map", server.map);
if(savercon)
{
dat->SetString("rconpassword",server.rconPassword);
}
char buf[64];
sprintf(buf, "%d.%d.%d.%d:%d", server.ip[0], server.ip[1], server.ip[2], server.ip[3], server.port);
dat->SetString("address", buf);
}
}
//-----------------------------------------------------------------------------
// Purpose: returns true if the game list supports the specified ui elements
// Input : item -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CFavoriteGames::SupportsItem(InterfaceItem_e item)
{
switch (item)
{
case GETNEWLIST:
case FILTERS:
default:
return false;
}
}
//-----------------------------------------------------------------------------
// Purpose: starts the servers refreshing
//-----------------------------------------------------------------------------
void CFavoriteGames::StartRefresh()
{
// stop current refresh
m_Servers.StopRefresh();
// build the refresh list from the server list
for (int i = 0; i < m_Servers.ServerCount(); i++)
{
// When managing servers it doesn't matter if they don't respond
//if (m_Servers.GetServer(i).doNotRefresh)
// continue;
m_Servers.AddServerToRefreshList(i);
}
m_Servers.StartRefresh();
SetRefreshing(IsRefreshing());
}
//-----------------------------------------------------------------------------
// Purpose: gets a new server list
//-----------------------------------------------------------------------------
void CFavoriteGames::GetNewServerList()
{
}
//-----------------------------------------------------------------------------
// Purpose: stops current refresh/GetNewServerList()
//-----------------------------------------------------------------------------
void CFavoriteGames::StopRefresh()
{
// stop the server list refreshing
m_Servers.StopRefresh();
// clear update states
m_iServerRefreshCount = 0;
// update UI
RefreshComplete();
}
//-----------------------------------------------------------------------------
// Purpose: returns true if the list is currently refreshing servers
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CFavoriteGames::IsRefreshing()
{
return m_Servers.IsRefreshing();
}
//-----------------------------------------------------------------------------
// Purpose: adds a new server to list
// Input : &server -
//-----------------------------------------------------------------------------
void CFavoriteGames::AddNewServer(serveritem_t &newServer)
{
// copy server into main server list
unsigned int index = m_Servers.AddNewServer(newServer);
// reget the server
serveritem_t &server = m_Servers.GetServer(index);
server.hadSuccessfulResponse = true;
server.doNotRefresh = false;
server.listEntry = NULL;
server.serverID = index;
}
//-----------------------------------------------------------------------------
// Purpose: Continues the refresh
// Input : moreAvailable -
// lastUnique -
//-----------------------------------------------------------------------------
void CFavoriteGames::ListReceived(bool moreAvailable, int lastUnique)
{
m_Servers.StartRefresh();
}
//-----------------------------------------------------------------------------
// Purpose: called when Connect button is pressed
//-----------------------------------------------------------------------------
void CFavoriteGames::OnBeginConnect()
{
if (!m_pGameList->GetNumSelectedRows())
return;
// get the server
int serverIndex = m_pGameList->GetDataItem(m_pGameList->GetSelectedRow(0))->userData;
// stop the current refresh
StopRefresh();
// join the game
CServerPage::GetInstance()->JoinGame(this, serverIndex);
}
//-----------------------------------------------------------------------------
// Purpose: Displays the current game info without connecting
//-----------------------------------------------------------------------------
void CFavoriteGames::OnViewGameInfo()
{
if (!m_pGameList->GetNumSelectedRows())
return;
// get the server
int serverIndex = m_pGameList->GetDataItem(m_pGameList->GetSelectedRow(0))->userData;
// stop the current refresh
StopRefresh();
// join the game
CServerPage::GetInstance()->OpenGameInfoDialog(this, serverIndex);
}
//-----------------------------------------------------------------------------
// Purpose: reapplies filters (does nothing with this)
//-----------------------------------------------------------------------------
void CFavoriteGames::ApplyFilters()
{
}
//-----------------------------------------------------------------------------
// Purpose: called when the server has successfully responded
// Input : &server -
//-----------------------------------------------------------------------------
void CFavoriteGames::ServerResponded(serveritem_t &server)
{
// update UI
KeyValues *kv;
if (server.listEntry)
{
// we're updating an existing entry
kv = server.listEntry->kv;
server.listEntry->userData = server.serverID;
}
else
{
// new entry
kv = new KeyValues("Server");
}
if (server.name[0] && server.maxPlayers)
{
kv->SetString("name", server.name);
kv->SetString("map", server.map);
kv->SetString("GameDir", server.gameDir);
kv->SetString("GameDesc", server.gameDescription);
kv->SetPtr("password", server.password ? m_pPasswordIcon : NULL);
char buf[256];
sprintf(buf, "%d / %d", server.players, server.maxPlayers);
kv->SetString("Players", buf);
}
if(server.ping==TIMEOUT)
{
kv->SetString("Ping", "timeout");
}
else
{
kv->SetInt("Ping", server.ping);
}
if (!server.listEntry)
{
// new server, add to list
int index = m_pGameList->AddItem(kv, server.serverID);
server.listEntry = m_pGameList->GetDataItem(index);
}
else
{
m_pGameList->ApplyItemChanges(server.listEntry->row);
}
m_iServerRefreshCount++;
if (m_pGameList->GetItemCount() > 1)
{
char buf[64];
sprintf(buf, " Servers (%d)", m_pGameList->GetItemCount());
m_pGameList->SetColumnHeaderText(1, buf);
}
else
{
m_pGameList->SetColumnHeaderText(1, " Servers");
}
m_pGameList->Repaint();
}
//-----------------------------------------------------------------------------
// Purpose: called when a server response has timed out, treated just like a normal server
//-----------------------------------------------------------------------------
void CFavoriteGames::ServerFailedToRespond(serveritem_t &server)
{
server.ping=TIMEOUT;
ServerResponded(server);
}
//-----------------------------------------------------------------------------
// Purpose: called when the current refresh list is complete
//-----------------------------------------------------------------------------
void CFavoriteGames::RefreshComplete()
{
SetRefreshing(false);
m_pGameList->SortList();
m_iServerRefreshCount = 0;
}
//-----------------------------------------------------------------------------
// Purpose: opens context menu (user right clicked on a server)
//-----------------------------------------------------------------------------
void CFavoriteGames::OnOpenContextMenu(int row)
{
CServerContextMenu *menu = CServerPage::GetInstance()->GetContextMenu();
if (m_pGameList->GetNumSelectedRows())
{
// get the server
unsigned int serverID = m_pGameList->GetDataItem(m_pGameList->GetSelectedRow(0))->userData;
serveritem_t &server = m_Servers.GetServer(serverID);
// activate context menu
menu->ShowMenu(this, serverID, true, true, false,true);
menu->AddMenuItem("RemoveServer", "R&emove server from favorites", new KeyValues("RemoveFromFavorites"), this);
}
else
{
// no selected rows, so don't display default stuff in menu
menu->ShowMenu(this, -1, false, false, false,false);
}
menu->AddMenuItem("AddServerByName", "&Add server by IP address", new KeyValues("AddServerByName"), this);
}
//-----------------------------------------------------------------------------
// Purpose: refreshes a single server
//-----------------------------------------------------------------------------
void CFavoriteGames::OnRefreshServer(int serverID)
{
// walk the list of selected servers refreshing them
for (int i = 0; i < m_pGameList->GetNumSelectedRows(); i++)
{
int row = m_pGameList->GetSelectedRow(i);
ListPanel::DATAITEM *data = m_pGameList->GetDataItem(row);
if (data)
{
serverID = data->userData;
// refresh this server
m_Servers.AddServerToRefreshList(serverID);
}
}
m_Servers.StartRefresh();
SetRefreshing(IsRefreshing());
}
//-----------------------------------------------------------------------------
// Purpose: adds a server to the favorites
// Input : serverID -
//-----------------------------------------------------------------------------
void CFavoriteGames::OnRemoveFromFavorites()
{
// iterate the selection
while (m_pGameList->GetNumSelectedRows() > 0)
{
int row = m_pGameList->GetSelectedRow(0);
int serverID = m_pGameList->GetDataItem(row)->userData;
if (serverID >= m_Servers.ServerCount())
continue;
serveritem_t &server = m_Servers.GetServer(serverID);
// remove from favorites list
if (server.listEntry)
{
// find the row in the list and kill
m_pGameList->RemoveItem(server.listEntry->row);
server.listEntry = NULL;
}
server.doNotRefresh = true;
}
InvalidateLayout();
Repaint();
}
//-----------------------------------------------------------------------------
// Purpose: Adds a server by IP address
//-----------------------------------------------------------------------------
void CFavoriteGames::OnAddServerByName()
{
// open the add server dialog
CDialogAddServer *dlg = new CDialogAddServer(this);
dlg->Open();
}
//-----------------------------------------------------------------------------
// Purpose: Load a file into a CUtlBuffer class
//-----------------------------------------------------------------------------
int LoadFileIntoBuffer(CUtlBuffer &buf, char *pszFilename)
{
// Open the file
FileHandle_t fh = g_pFullFileSystem->Open( pszFilename, "rb" );
if (fh == 0)
{
MessageBox *dlg = new MessageBox ("Unable to open datafile.", false);
dlg->DoModal();
return 0; //file didn't load
}
int nFileSize = g_pFullFileSystem->Size(fh);
// Read the file in one gulp
buf.EnsureCapacity( nFileSize );
int result = g_pFullFileSystem->Read( buf.Base(), nFileSize, fh );
g_pFullFileSystem->Close( fh );
return nFileSize;
}
//-----------------------------------------------------------------------------
// Purpose: Import Favorite Servers from previous installations of
// Halflife
//-----------------------------------------------------------------------------
void CFavoriteGames::ImportFavorites()
{
// disabled for now due to filesystem not accepting non-relative paths
return;
char name[512];
// check if halflife is installed
if (vgui::system()->GetRegistryString("HKEY_LOCAL_MACHINE\\Software\\Valve\\Half-life\\InstallPath", name, sizeof(name)))
{
// attach name of favorites file
strcat(name, "\\favsvrs.dat");
}
// check if counterstrike is installed
else if (vgui::system()->GetRegistryString("HKEY_LOCAL_MACHINE\\Software\\Sierra OnLine\\Setup\\CSTRIKE\\Directory", name, sizeof(name)))
{
// attach name of favorites file
strcat(name, "\\favsvrs.dat");
}
else // no hl installation, no fav servers?
{
return;
}
// see if the favorite server list file exists.
FileHandle_t fh = g_pFullFileSystem->Open(name, "rb");
if ( !fh )
{
return;
}
g_pFullFileSystem->Close(fh);
// it exists! yay lets transfer the servers over into the server browser
// pop up a message about what we are doing
m_pImportFavoritesdlg = new MessageBox ("Updating Favorites", "Transferring your Favorites. This may take a minute...", this);
m_pImportFavoritesdlg->SetCommand("OnImportFavoritesFile");
m_pImportFavoritesdlg->AddActionSignalTarget(this);
// hide the ok button since they dont have to do anything
m_pImportFavoritesdlg->SetOkButtonVisible(false);
// don't let them close this window
m_pImportFavoritesdlg->DisableCloseButton(false);
// dont let them put this window on the menubar
m_pImportFavoritesdlg->SetMenuButtonVisible(false);
// Pop up the box
m_pImportFavoritesdlg->DoModal();
// execute the message box's command
KeyValues *command = new KeyValues("Command");
command->SetString("Command", "OnImportFavoritesFile");
// post the message with a delay so that the box will display before the command is executed
PostMessage(this, command, (float).1);
}
//-----------------------------------------------------------------------------
// Purpose: Parse posted messages
//
//-----------------------------------------------------------------------------
void CFavoriteGames::OnCommand(const char *command)
{
if (!strcmp(command, "OnImportFavoritesFile"))
{
OnImportFavoritesFile();
}
else
{
BaseClass::OnCommand(command);
}
}
//-----------------------------------------------------------------------------
// Purpose: Import Favorite Servers from previous installations of
// Halflife
//-----------------------------------------------------------------------------
void CFavoriteGames::OnImportFavoritesFile()
{
char name[512];
// check if they have halflife
if (vgui::system()->GetRegistryString("HKEY_LOCAL_MACHINE\\Software\\Valve\\Half-life\\InstallPath", name, sizeof(name)))
{
// add filename
strcat(name, "\\favsvrs.dat");
}
// check if they have counterstrike
else if (vgui::system()->GetRegistryString("HKEY_LOCAL_MACHINE\\Software\\Sierra OnLine\\Setup\\CSTRIKE\\Directory", name, sizeof(name)))
{
// add filename
strcat(name, "\\favsvrs.dat");
}
else // no hl installation, no fav servers? // should never hit this!
{
return;
}
// load the file in one gulp
CUtlBuffer buf ( 0, 1024, true);
int fileSize = LoadFileIntoBuffer(buf, name);
if ( fileSize == 0)
{
MessageBox *dlg = new MessageBox ("Unable to load favorites", "Error loading file.", this);
dlg->DoModal();
return; //file didn't load
}
// scan for the favorite servers
char data[255];
buf.GetString(data);
while (buf.TellGet() < fileSize)
{
// store the start of the server description so we can go back
// if its a favorite
int serverStart;
if ( strstr (data, "server") != NULL)
{
buf.GetString(data); // get the '{'
serverStart = buf.TellGet();
}
// check if server is a favorite
if ( strstr (data, "favorite") != NULL)
{
buf.GetString(data);
if ( strstr(data, "1") )// server is a favorite
{
// go back to the start and load the details
buf.SeekGet( CUtlBuffer::SEEK_HEAD, serverStart);
// try and add this server
if (!LoadAFavoriteServer (buf))
{
// file may be corrupt, had trouble parsing it
break;
};
}
}
buf.EatWhiteSpace();
buf.GetString(data);
}
// we are done. Hide the message box.
m_pImportFavoritesdlg->SetVisible(false);
}
//-----------------------------------------------------------------------------
// Purpose: Check to make sure we are reading what is expected
//
//-----------------------------------------------------------------------------
bool CFavoriteGames::CheckForCorruption(char *data, const char *checkString)
{
if (strcmp(data, checkString) != 0)
{
MessageBox *dlg = new MessageBox ("Unable to load favorites", "Error loading. File may be corrupt.");
dlg->DoModal();
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Parse throught the details of a server and populate a serveritem_t structure
// Add it to the favorites list at the end.
//-----------------------------------------------------------------------------
bool CFavoriteGames::LoadAFavoriteServer (CUtlBuffer &buf)
{
serveritem_t fav;
char data[255];
buf.GetString(data);
if (CheckForCorruption(data, "\"address\""))
return false;;
buf.GetString(data);
int temp[4];
sscanf (data, "\"%d.%d.%d.%d\"\n", &temp[0], &temp[1], &temp[2], &temp[3]);
fav.ip[0] = temp[0];
fav.ip[1] = temp[1];
fav.ip[2] = temp[2];
fav.ip[3] = temp[3];
buf.EatWhiteSpace();
buf.Scanf ("\"port\" \"%d\"", &fav.port );
if (fav.port < 0)
fav.port += 65536;
buf.EatWhiteSpace();
buf.Scanf ("\"name\" \"%s\"", fav.name );
fav.name[strlen(fav.name)-1]='\0'; // remove trailing quote
buf.EatWhiteSpace();
buf.Scanf ("\"map\" \"%s\"", fav.map );
fav.map[strlen(fav.map)-1]='\0'; // remove trailing quote
buf.EatWhiteSpace();
buf.Scanf ("\"game\" \"%s\"", fav.gameDescription );
fav.gameDescription[strlen(fav.gameDescription)-1]='\0'; // remove trailing quote
buf.EatWhiteSpace();
buf.Scanf ("\"dir\" \"%s\"", fav.gameDir );
fav.gameDir[strlen(fav.gameDir)-1
]='\0'; // remove trailing quote
buf.GetString(data);
if (CheckForCorruption(data, "\"url\""))
return false;;
buf.GetString(data);
buf.GetString(data);
if (CheckForCorruption(data, "\"dl\""))
return false;;
buf.GetString(data);
buf.EatWhiteSpace();
buf.Scanf ("\"maxplayers\" \"%d\"", &fav.maxPlayers );
buf.EatWhiteSpace();
buf.Scanf ("\"currentplayers\" \"%d\"", &fav.players );
buf.GetString(data);
if (CheckForCorruption(data, "\"protocol\""))
return false;;
buf.GetString(data);
buf.GetString(data);
if (CheckForCorruption(data, "\"favorite\""))
return false;;
buf.GetString(data);
buf.GetString(data);
if (CheckForCorruption(data, "\"ipx\""))
return false;;
buf.GetString(data);
buf.GetString(data);
if (CheckForCorruption(data, "\"mod\""))
return false;;
buf.GetString(data);
buf.GetString(data);
if (CheckForCorruption(data, "\"version\""))
return false;;
buf.GetString(data);
buf.GetString(data);
if (CheckForCorruption(data, "\"size\""))
return false;;
buf.GetString(data);
buf.GetString(data);
if (CheckForCorruption(data, "\"svtype\""))
return false;;
buf.GetString(data);
buf.GetString(data);
if (CheckForCorruption(data, "\"svos\""))
return false;;
buf.GetString(data);
buf.EatWhiteSpace();
buf.Scanf ("\"password\" \"%d\"\n", &fav.password );
buf.GetString(data);
if (CheckForCorruption(data, "\"svside\""))
return false;;
buf.GetString(data);
buf.GetString(data);
if (CheckForCorruption(data, "\"cldll\""))
return false;;
buf.GetString(data);
buf.GetString(data);
if (CheckForCorruption(data, "\"lan\""))
return false;;
buf.GetString(data);
buf.GetString(data);
if (CheckForCorruption(data, "\"svping\""))
return false;;
buf.GetString(data);
buf.GetString(data);
if (CheckForCorruption(data, "\"noresponse\""))
return false;;
buf.GetString(data);
buf.GetString(data);
if (CheckForCorruption(data, "\"packetloss\""))
return false;;
buf.GetString(data);
buf.GetString(data);
if (CheckForCorruption(data, "\"status\""))
return false;;
buf.GetString(data);
buf.GetString(data);
if (CheckForCorruption(data, "\"filtered\""))
return false;;
buf.GetString(data);
buf.GetString(data);
if (CheckForCorruption(data, "\"fullmax\""))
return false;;
buf.GetString(data);
buf.GetString(data);
if (CheckForCorruption(data, "\"hlversion\""))
return false;;
buf.GetString(data);
AddNewServer(fav);
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Message map
//-----------------------------------------------------------------------------
MessageMapItem_t CFavoriteGames::m_MessageMap[] =
{
MAP_MESSAGE( CFavoriteGames, "ConnectToServer", OnBeginConnect ),
MAP_MESSAGE( CFavoriteGames, "ViewGameInfo", OnViewGameInfo ),
MAP_MESSAGE( CFavoriteGames, "RemoveFromFavorites", OnRemoveFromFavorites ),
MAP_MESSAGE( CFavoriteGames, "AddServerByName", OnAddServerByName ),
MAP_MESSAGE_INT( CFavoriteGames, "RefreshServer", OnRefreshServer, "serverID" ),
MAP_MESSAGE_INT( CFavoriteGames, "OpenContextMenu", OnOpenContextMenu, "row" ),
};
IMPLEMENT_PANELMAP(CFavoriteGames, BaseClass);