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"
bool IsReplayServer( gameserveritem_t &server );
//-----------------------------------------------------------------------------
// Purpose: List password column sort function
//-----------------------------------------------------------------------------
int __cdecl PasswordCompare(ListPanel *pPanel, const ListPanelItem &p1, const ListPanelItem &p2)
{
gameserveritem_t *s1 = ServerBrowserDialog().GetServer(p1.userData);
gameserveritem_t *s2 = ServerBrowserDialog().GetServer(p2.userData);
if ( !s1 && s2 )
return -1;
if ( !s2 && s1 )
return 1;
if ( !s1 && !s2 )
return 0;
if ( s1->m_bPassword < s2->m_bPassword )
return 1;
else if ( s1->m_bPassword > s2->m_bPassword )
return -1;
return 0;
}
//-----------------------------------------------------------------------------
// Purpose: list column sort function
//-----------------------------------------------------------------------------
int __cdecl BotsCompare(ListPanel *pPanel, const ListPanelItem &p1, const ListPanelItem &p2)
{
gameserveritem_t *s1 = ServerBrowserDialog().GetServer(p1.userData);
gameserveritem_t *s2 = ServerBrowserDialog().GetServer(p2.userData);
if ( !s1 && s2 )
return -1;
if ( !s2 && s1 )
return 1;
if ( !s1 && !s2 )
return 0;
if ( s1->m_nBotPlayers < s2->m_nBotPlayers )
return 1;
else if ( s1->m_nBotPlayers > s2->m_nBotPlayers )
return -1;
return 0;
}
//-----------------------------------------------------------------------------
// Purpose: list column sort function
//-----------------------------------------------------------------------------
int __cdecl SecureCompare(ListPanel *pPanel, const ListPanelItem &p1, const ListPanelItem &p2)
{
gameserveritem_t *s1 = ServerBrowserDialog().GetServer(p1.userData);
gameserveritem_t *s2 = ServerBrowserDialog().GetServer(p2.userData);
if ( !s1 && s2 )
return -1;
if ( !s2 && s1 )
return 1;
if ( !s1 && !s2 )
return 0;
if ( s1->m_bSecure < s2->m_bSecure )
return 1;
else if ( s1->m_bSecure > s2->m_bSecure )
return -1;
return 0;
}
//-----------------------------------------------------------------------------
// Purpose: list column sort function
//-----------------------------------------------------------------------------
int __cdecl IPAddressCompare(ListPanel *pPanel, const ListPanelItem &p1, const ListPanelItem &p2)
{
gameserveritem_t *s1 = ServerBrowserDialog().GetServer(p1.userData);
gameserveritem_t *s2 = ServerBrowserDialog().GetServer(p2.userData);
if ( !s1 && s2 )
return -1;
if ( !s2 && s1 )
return 1;
if ( !s1 && !s2 )
return 0;
if ( s1->m_NetAdr < s2->m_NetAdr )
return -1;
else if ( s2->m_NetAdr < s1->m_NetAdr )
return 1;
return 0;
}
//-----------------------------------------------------------------------------
// Purpose: Ping comparison function
//-----------------------------------------------------------------------------
int __cdecl PingCompare(ListPanel *pPanel, const ListPanelItem &p1, const ListPanelItem &p2)
{
gameserveritem_t *s1 = ServerBrowserDialog().GetServer(p1.userData);
gameserveritem_t *s2 = ServerBrowserDialog().GetServer(p2.userData);
if ( !s1 && s2 )
return -1;
if ( !s2 && s1 )
return 1;
if ( !s1 && !s2 )
return 0;
int ping1 = s1->m_nPing;
int ping2 = s2->m_nPing;
if ( ping1 < ping2 )
return -1;
else if ( ping1 > ping2 )
return 1;
return 0;
}
//-----------------------------------------------------------------------------
// Purpose: Map comparison function
//-----------------------------------------------------------------------------
int __cdecl MapCompare(ListPanel *pPanel, const ListPanelItem &p1, const ListPanelItem &p2)
{
gameserveritem_t *s1 = ServerBrowserDialog().GetServer(p1.userData);
gameserveritem_t *s2 = ServerBrowserDialog().GetServer(p2.userData);
if ( !s1 && s2 )
return -1;
if ( !s2 && s1 )
return 1;
if ( !s1 && !s2 )
return 0;
return Q_stricmp( s1->m_szMap, s2->m_szMap );
}
//-----------------------------------------------------------------------------
// Purpose: Game dir comparison function
//-----------------------------------------------------------------------------
int __cdecl GameCompare(ListPanel *pPanel, const ListPanelItem &p1, const ListPanelItem &p2)
{
gameserveritem_t *s1 = ServerBrowserDialog().GetServer(p1.userData);
gameserveritem_t *s2 = ServerBrowserDialog().GetServer(p2.userData);
if ( !s1 && s2 )
return -1;
if ( !s2 && s1 )
return 1;
if ( !s1 && !s2 )
return 0;
// make sure we haven't added the same server to the list twice
Assert( p1.userData != p2.userData );
return Q_stricmp( s1->m_szGameDescription, s2->m_szGameDescription );
}
//-----------------------------------------------------------------------------
// Purpose: Server name comparison function
//-----------------------------------------------------------------------------
int __cdecl ServerNameCompare(ListPanel *pPanel, const ListPanelItem &p1, const ListPanelItem &p2)
{
gameserveritem_t *s1 = ServerBrowserDialog().GetServer(p1.userData);
gameserveritem_t *s2 = ServerBrowserDialog().GetServer(p2.userData);
if ( !s1 && s2 )
return -1;
if ( !s2 && s1 )
return 1;
if ( !s1 && !s2 )
return 0;
return Q_stricmp( s1->GetName(), s2->GetName() );
}
//-----------------------------------------------------------------------------
// Purpose: Player number comparison function
//-----------------------------------------------------------------------------
int __cdecl PlayersCompare(ListPanel *pPanel, const ListPanelItem &p1, const ListPanelItem &p2)
{
gameserveritem_t *s1 = ServerBrowserDialog().GetServer(p1.userData);
gameserveritem_t *s2 = ServerBrowserDialog().GetServer(p2.userData);
if ( !s1 && s2 )
return -1;
if ( !s2 && s1 )
return 1;
if ( !s1 && !s2 )
return 0;
int s1p = max( 0, s1->m_nPlayers - s1->m_nBotPlayers );
int s1m = max( 0, s1->m_nMaxPlayers - s1->m_nBotPlayers );
int s2p = max( 0, s2->m_nPlayers - s2->m_nBotPlayers );
int s2m = max( 0, s2->m_nMaxPlayers - s2->m_nBotPlayers );
// compare number of players
if ( s1p > s2p )
return -1;
if ( s1p < s2p )
return 1;
// compare max players if number of current players is equal
if ( s1m > s2m )
return -1;
if ( s1m < s2m )
return 1;
return 0;
}
//-----------------------------------------------------------------------------
// Purpose: Player number comparison function
//-----------------------------------------------------------------------------
int __cdecl LastPlayedCompare(ListPanel *pPanel, const ListPanelItem &p1, const ListPanelItem &p2)
{
gameserveritem_t *s1 = ServerBrowserDialog().GetServer( p1.userData );
gameserveritem_t *s2 = ServerBrowserDialog().GetServer( p2.userData );
if ( !s1 && s2 )
return -1;
if ( !s2 && s1 )
return 1;
if ( !s1 && !s2 )
return 0;
// compare number of players
if ( s1->m_ulTimeLastPlayed > s2->m_ulTimeLastPlayed )
return -1;
if ( s1->m_ulTimeLastPlayed < s2->m_ulTimeLastPlayed )
return 1;
return 0;
}
//-----------------------------------------------------------------------------
// Purpose: Tag comparison function
//-----------------------------------------------------------------------------
int __cdecl TagsCompare(ListPanel *pPanel, const ListPanelItem &p1, const ListPanelItem &p2)
{
gameserveritem_t *s1 = ServerBrowserDialog().GetServer(p1.userData);
gameserveritem_t *s2 = ServerBrowserDialog().GetServer(p2.userData);
if ( !s1 && s2 )
return -1;
if ( !s2 && s1 )
return 1;
if ( !s1 && !s2 )
return 0;
return Q_stricmp( s1->m_szGameTags, s2->m_szGameTags );
}
//-----------------------------------------------------------------------------
// Purpose: Replay comparison function
//-----------------------------------------------------------------------------
int __cdecl ReplayCompare(ListPanel *pPanel, const ListPanelItem &p1, const ListPanelItem &p2)
{
gameserveritem_t *s1 = ServerBrowserDialog().GetServer(p1.userData);
gameserveritem_t *s2 = ServerBrowserDialog().GetServer(p2.userData);
if ( !s1 && s2 )
return -1;
if ( !s2 && s1 )
return 1;
if ( !s1 && !s2 )
return 0;
bool s1_is_replay = IsReplayServer( *s1 );
bool s2_is_replay = IsReplayServer( *s2 );
if ( s1_is_replay < s2_is_replay )
return 1;
else if ( s1_is_replay > s2_is_replay )
return -1;
return 0;
}