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https://github.com/openmoh/openmohaa.git
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104 lines
2.4 KiB
C
104 lines
2.4 KiB
C
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/*
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===========================================================================
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Copyright (C) 2025 the OpenMoHAA team
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This file is part of OpenMoHAA source code.
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OpenMoHAA source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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OpenMoHAA source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenMoHAA source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// Added in 2.30
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// Instantly find a server matching common criterias
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#pragma once
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#include "../gamespy/goaceng.h"
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typedef struct {
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int serverType;
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} ServerGame_t;
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typedef struct {
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GServer server;
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ServerGame_t serverGame;
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bool rejected;
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} IAServer_t;
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enum IAState_e {
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IA_NONE,
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IA_INITIALIZE,
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IA_WAITING,
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IA_UPDATE,
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IA_SEARCHING,
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IA_FINISHED
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};
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class UIInstantAction : public UIWidget
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{
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public:
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CLASS_PROTOTYPE(UIInstantAction);
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public:
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UIInstantAction();
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~UIInstantAction() override;
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void CleanUp();
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void Init();
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int GetServerIndex(int maxPing, int gameType);
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void ReadIniFile();
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void FindServer();
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void Connect(Event *ev);
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void Reject(Event *ev);
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void Draw();
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void Update();
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int AddServer(GServer server, const ServerGame_t& serverGame);
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void CancelRefresh(Event *ev);
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void Refresh(Event *ev);
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void EnableServerInfo(bool enable);
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private:
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static void IAServerListCallBack(GServerList serverlist, int msg, void *instance, void *param1, void *param2);
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private:
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//
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// List
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//
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bool doneList[2];
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GServerList serverList[2];
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int maxServers;
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//
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// Current states
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//
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IAState_e state;
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int numServers;
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int numFoundServers;
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//
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// Filters
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//
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int minPlayers;
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int startingMaxPing;
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int endingMaxPing;
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//
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// Servers
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//
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IAServer_t *servers;
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int currentServer;
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};
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