mirror of
https://github.com/openmoh/openmohaa.git
synced 2025-04-28 13:47:58 +03:00
413 lines
12 KiB
C++
413 lines
12 KiB
C++
/*
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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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#include "cl_ui.h"
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#include "cl_instantAction.h"
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#include "cl_uiserverlist.h"
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#include "../gamespy/sv_gamespy.h"
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Event EV_UIInstantAction_AcceptServer
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(
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"acceptserver",
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EV_DEFAULT,
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NULL,
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NULL,
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"Connect to the current server"
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);
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Event EV_UIInstantAction_RejectServer
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(
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"rejectserver",
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EV_DEFAULT,
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NULL,
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NULL,
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"Reject the current server"
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);
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Event EV_UIInstantAction_Cancel
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(
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"ia_cancel",
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EV_DEFAULT,
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NULL,
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NULL,
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"cancel the server update"
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);
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Event EV_UIInstantAction_Refresh
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(
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"ia_refresh",
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EV_DEFAULT,
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NULL,
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NULL,
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"Refresh the server list"
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);
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CLASS_DECLARATION(UIWidget, UIInstantAction, NULL) {
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{&EV_UIInstantAction_AcceptServer, &UIInstantAction::Connect },
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{&EV_UIInstantAction_RejectServer, &UIInstantAction::Reject },
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{&EV_UIInstantAction_Cancel, &UIInstantAction::CancelRefresh},
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{&EV_UIInstantAction_Refresh, NULL },
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{NULL, NULL }
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};
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struct ServerListInstance {
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int iServerType;
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UIInstantAction *pServerList;
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};
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ServerListInstance g_IAServerListInst[2];
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UIInstantAction::UIInstantAction()
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{
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state = IA_INITIALIZE;
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numFoundServers = 0;
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numServers = 0;
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minPlayers = 3;
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startingMaxPing = 100;
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endingMaxPing = 1500;
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maxServers = -1;
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doneList[0] = false;
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doneList[1] = false;
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servers = 0;
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serverList[0] = NULL;
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serverList[1] = NULL;
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ReadIniFile();
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EnableServerInfo(false);
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menuManager.PassEventToWidget("ia_cancel_button", &EV_Widget_Disable);
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menuManager.PassEventToWidget("ia_refresh_button", &EV_Widget_Disable);
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}
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UIInstantAction::~UIInstantAction()
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{
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CleanUp();
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}
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void UIInstantAction::CleanUp()
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{
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if (serverList[0]) {
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ServerListFree(serverList[0]);
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serverList[0] = NULL;
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}
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if (serverList[1]) {
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ServerListFree(serverList[1]);
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serverList[1] = NULL;
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}
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if (servers) {
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delete[] servers;
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servers = NULL;
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}
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}
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void UIInstantAction::Init()
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{
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const char *secret_key;
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const char *game_name;
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static const unsigned int iNumConcurrent = 10;
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numFoundServers = 0;
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numServers = 0;
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doneList[0] = false;
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doneList[1] = false;
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EnableServerInfo(false);
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menuManager.PassEventToWidget("ia_cancel_button", &EV_Widget_Disable);
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menuManager.PassEventToWidget("ia_refresh_button", &EV_Widget_Disable);
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menuManager.PassEventToWidget("ia_noserverfound", &EV_Widget_Disable);
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Cvar_Set("ia_search_percentage", va("%d %%", 0));
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if (com_target_game->integer < target_game_e::TG_MOHTT) {
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g_IAServerListInst[0].iServerType = com_target_game->integer;
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g_IAServerListInst[0].pServerList = this;
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game_name = GS_GetGameName(com_target_game->integer);
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secret_key = GS_GetGameKey(com_target_game->integer);
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serverList[0] = ServerListNew(
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game_name,
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game_name,
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secret_key,
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iNumConcurrent,
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(void *)&IAServerListCallBack,
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1,
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(void *)&g_IAServerListInst[0]
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);
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ServerListClear(serverList[0]);
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} else {
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g_IAServerListInst[0].iServerType = target_game_e::TG_MOHTT;
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g_IAServerListInst[0].pServerList = this;
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game_name = GS_GetGameName(target_game_e::TG_MOHTT);
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secret_key = GS_GetGameKey(target_game_e::TG_MOHTT);
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serverList[0] = ServerListNew(
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game_name,
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game_name,
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secret_key,
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iNumConcurrent,
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(void *)&IAServerListCallBack,
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1,
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(void *)&g_IAServerListInst[0]
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);
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ServerListClear(serverList[0]);
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g_IAServerListInst[1].iServerType = target_game_e::TG_MOHTA;
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g_IAServerListInst[1].pServerList = this;
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game_name = GS_GetGameName(target_game_e::TG_MOHTA);
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secret_key = GS_GetGameKey(target_game_e::TG_MOHTA);
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serverList[1] = ServerListNew(
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game_name,
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game_name,
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secret_key,
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iNumConcurrent,
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(void *)&IAServerListCallBack,
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1,
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(void *)&g_IAServerListInst[1]
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);
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ServerListClear(serverList[1]);
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}
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state = IA_WAITING;
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numFoundServers = 0;
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ServerListUpdate(serverList[0], true);
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if (serverList[1]) {
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ServerListUpdate(serverList[1], true);
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}
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menuManager.PassEventToWidget("ia_cancel_button", &EV_Widget_Enable);
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menuManager.PassEventToWidget("searchstatus", &EV_Widget_Enable);
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menuManager.PassEventToWidget("searchstatuslable", &EV_Widget_Enable);
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}
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int UIInstantAction::GetServerIndex(int maxPing, int gameType)
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{
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// FIXME: unimplemented
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return 0;
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}
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void UIInstantAction::ReadIniFile()
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{
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char *buffer;
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const char *p;
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const char *pVal;
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int intValue;
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char value[32];
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if (!FS_ReadFileEx("iaction.ini", (void **)&buffer, qtrue)) {
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return;
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}
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for (p = buffer; p; p = strstr(pVal, "\n")) {
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if (!sscanf(p, "%32s", value)) {
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break;
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}
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pVal = strstr(p, "=");
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if (!pVal) {
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break;
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}
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pVal++;
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if (!sscanf(pVal, "%d", &intValue)) {
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break;
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}
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if (!Q_stricmpn(value, "MinPlayers", 10)) {
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minPlayers = intValue;
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}
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if (!Q_stricmpn(value, "StartingMaxPing", 15)) {
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startingMaxPing = intValue;
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}
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if (!Q_stricmpn(value, "EndingMaxPing", 13)) {
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endingMaxPing = intValue;
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}
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if (!Q_stricmpn(value, "MaxServers", 10)) {
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maxServers = intValue;
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}
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}
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}
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void UIInstantAction::FindServer()
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{
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// FIXME: unimplemented
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}
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void UIInstantAction::Connect(Event *ev)
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{
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// FIXME: unimplemented
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}
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void UIInstantAction::Reject(Event *ev)
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{
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servers[currentServer].rejected = 1;
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FindServer();
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}
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void UIInstantAction::Draw()
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{
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switch (state) {
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case IA_INITIALIZE:
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Init();
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break;
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case IA_UPDATE:
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Update();
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break;
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case IA_FINISHED:
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FindServer();
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break;
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default:
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break;
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}
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if (serverList[0]) {
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ServerListThink(serverList[0]);
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}
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if (serverList[1]) {
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ServerListThink(serverList[1]);
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}
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}
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void UIInstantAction::Update()
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{
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// FIXME: unimplemented
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}
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int UIInstantAction::AddServer(GServer server, const ServerGame_t& serverGame)
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{
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servers[numFoundServers].server = server;
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servers[numFoundServers].serverGame = serverGame;
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servers[numFoundServers].rejected = false;
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numFoundServers++;
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return numFoundServers;
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}
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void UIInstantAction::CancelRefresh(Event *ev)
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{
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state = IA_FINISHED;
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ServerListHalt(serverList[0]);
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ServerListHalt(serverList[1]);
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}
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void UIInstantAction::EnableServerInfo(bool enable)
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{
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if (enable) {
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menuManager.PassEventToWidget("iaservername_label", &EV_Widget_Enable);
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menuManager.PassEventToWidget("ia_servername_field", &EV_Widget_Enable);
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menuManager.PassEventToWidget("ia_ping_label", &EV_Widget_Enable);
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menuManager.PassEventToWidget("ia_ping_field", &EV_Widget_Enable);
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menuManager.PassEventToWidget("ia_gametype_label", &EV_Widget_Enable);
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menuManager.PassEventToWidget("ia_gametype_field", &EV_Widget_Enable);
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menuManager.PassEventToWidget("ia_players_label", &EV_Widget_Enable);
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menuManager.PassEventToWidget("ia_players_field", &EV_Widget_Enable);
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menuManager.PassEventToWidget("ia_maxplayers_label", &EV_Widget_Enable);
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menuManager.PassEventToWidget("ia_maxplayers_field", &EV_Widget_Enable);
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menuManager.PassEventToWidget("acceptserver", &EV_Widget_Enable);
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menuManager.PassEventToWidget("rejectserver", &EV_Widget_Enable);
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} else {
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menuManager.PassEventToWidget("iaservername_label", &EV_Widget_Disable);
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menuManager.PassEventToWidget("ia_servername_field", &EV_Widget_Disable);
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menuManager.PassEventToWidget("ia_ping_label", &EV_Widget_Disable);
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menuManager.PassEventToWidget("ia_ping_field", &EV_Widget_Disable);
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menuManager.PassEventToWidget("ia_gametype_label", &EV_Widget_Disable);
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menuManager.PassEventToWidget("ia_gametype_field", &EV_Widget_Disable);
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menuManager.PassEventToWidget("ia_players_label", &EV_Widget_Disable);
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menuManager.PassEventToWidget("ia_players_field", &EV_Widget_Disable);
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menuManager.PassEventToWidget("ia_maxplayers_label", &EV_Widget_Disable);
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menuManager.PassEventToWidget("ia_maxplayers_field", &EV_Widget_Disable);
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menuManager.PassEventToWidget("acceptserver", &EV_Widget_Disable);
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menuManager.PassEventToWidget("rejectserver", &EV_Widget_Disable);
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}
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}
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void UIInstantAction::IAServerListCallBack(GServerList serverlist, int msg, void *instance, void *param1, void *param2)
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{
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const ServerListInstance *pInstance = (const ServerListInstance *)instance;
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UIInstantAction *pServerList = pInstance->pServerList;
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if (msg == LIST_PROGRESS) {
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if (pServerList->state == IA_WAITING) {
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if (pInstance->iServerType == 2) {
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pServerList->doneList[0] = 1;
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}
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if (pInstance->iServerType == 1) {
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pServerList->doneList[1] = 1;
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}
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if (pServerList->doneList[0] && pServerList->doneList[1]) {
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pServerList->state = IA_UPDATE;
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}
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} else if (pServerList->state == IA_SEARCHING) {
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ServerGame_t serverGame;
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serverGame.serverType = pInstance->iServerType;
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const int serverIndex = pServerList->AddServer((GServer)param1, serverGame);
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Cvar_Set("ia_search_percentage", va("%d %%", 100 * serverIndex / pServerList->numServers));
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if (pServerList->maxServers >= 0 && serverIndex >= pServerList->maxServers) {
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pServerList->doneList[0] = true;
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ServerListHalt(pServerList->serverList[0]);
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if (pServerList->serverList[1]) {
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pServerList->doneList[1] = true;
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ServerListHalt(pServerList->serverList[1]);
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}
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pServerList->state = IA_FINISHED;
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}
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}
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} else if (msg == LIST_STATECHANGED && ServerListState(serverlist) == GServerListState::sl_idle) {
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if (pInstance->iServerType == com_target_game->integer) {
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pServerList->doneList[0] = true;
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}
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if (com_target_game->integer >= target_game_e::TG_MOHTT && pInstance->iServerType == target_game_e::TG_MOHTA) {
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pServerList->doneList[1] = true;
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}
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if (pServerList->doneList[0] && (!pServerList->serverList[1] || pServerList->doneList[1])) {
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if (pServerList->state == IA_WAITING) {
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pServerList->state = IA_UPDATE;
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}
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if (pServerList->state == IA_SEARCHING) {
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pServerList->state = IA_FINISHED;
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}
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}
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}
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}
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