openmohaa/code/client/cl_instantAction.cpp
2025-04-14 23:48:28 +02:00

634 lines
19 KiB
C++

/*
===========================================================================
Copyright (C) 2025 the OpenMoHAA team
This file is part of OpenMoHAA source code.
OpenMoHAA source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
OpenMoHAA source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include "cl_ui.h"
#include "cl_instantAction.h"
#include "cl_uiserverlist.h"
#include "../gamespy/sv_gamespy.h"
Event EV_UIInstantAction_AcceptServer
(
"acceptserver",
EV_DEFAULT,
NULL,
NULL,
"Connect to the current server"
);
Event EV_UIInstantAction_RejectServer
(
"rejectserver",
EV_DEFAULT,
NULL,
NULL,
"Reject the current server"
);
Event EV_UIInstantAction_Cancel
(
"ia_cancel",
EV_DEFAULT,
NULL,
NULL,
"cancel the server update"
);
Event EV_UIInstantAction_Refresh
(
"ia_refresh",
EV_DEFAULT,
NULL,
NULL,
"Refresh the server list"
);
CLASS_DECLARATION(UIWidget, UIInstantAction, NULL) {
{&EV_UIInstantAction_AcceptServer, &UIInstantAction::Connect },
{&EV_UIInstantAction_RejectServer, &UIInstantAction::Reject },
{&EV_UIInstantAction_Cancel, &UIInstantAction::CancelRefresh},
{&EV_UIInstantAction_Refresh, &UIInstantAction::Refresh },
{NULL, NULL }
};
struct ServerListInstance {
int iServerType;
UIInstantAction *pServerList;
};
ServerListInstance g_IAServerListInst[2];
UIInstantAction::UIInstantAction()
{
state = IA_INITIALIZE;
numFoundServers = 0;
numServers = 0;
minPlayers = 3;
startingMaxPing = 100;
endingMaxPing = 1500;
maxServers = -1;
servers = NULL;
doneList[0] = false;
doneList[1] = false;
serverList[0] = NULL;
serverList[1] = NULL;
ReadIniFile();
EnableServerInfo(false);
menuManager.PassEventToWidget("ia_cancel_button", new Event(EV_Widget_Disable));
menuManager.PassEventToWidget("ia_refresh_button", new Event(EV_Widget_Disable));
}
UIInstantAction::~UIInstantAction()
{
CleanUp();
}
void UIInstantAction::CleanUp()
{
if (serverList[0]) {
ServerListFree(serverList[0]);
serverList[0] = NULL;
}
if (serverList[1]) {
ServerListFree(serverList[1]);
serverList[1] = NULL;
}
if (servers) {
delete[] servers;
servers = NULL;
}
}
void UIInstantAction::Init()
{
const char *secret_key;
const char *game_name;
static const unsigned int iNumConcurrent = 10;
numFoundServers = 0;
numServers = 0;
doneList[0] = false;
doneList[1] = false;
EnableServerInfo(false);
menuManager.PassEventToWidget("ia_cancel_button", new Event(EV_Widget_Disable));
menuManager.PassEventToWidget("ia_refresh_button", new Event(EV_Widget_Disable));
menuManager.PassEventToWidget("ia_noserverfound", new Event(EV_Widget_Disable));
Cvar_Set("ia_search_percentage", va("%d %%", 0));
if (com_target_game->integer < target_game_e::TG_MOHTT) {
g_IAServerListInst[0].iServerType = com_target_game->integer;
g_IAServerListInst[0].pServerList = this;
game_name = GS_GetGameName(com_target_game->integer);
secret_key = GS_GetGameKey(com_target_game->integer);
serverList[0] = ServerListNew(
game_name,
game_name,
secret_key,
iNumConcurrent,
(void *)&IAServerListCallBack,
1,
(void *)&g_IAServerListInst[0]
);
ServerListClear(serverList[0]);
} else {
g_IAServerListInst[0].iServerType = target_game_e::TG_MOHTT;
g_IAServerListInst[0].pServerList = this;
game_name = GS_GetGameName(target_game_e::TG_MOHTT);
secret_key = GS_GetGameKey(target_game_e::TG_MOHTT);
serverList[0] = ServerListNew(
game_name,
game_name,
secret_key,
iNumConcurrent,
(void *)&IAServerListCallBack,
1,
(void *)&g_IAServerListInst[0]
);
ServerListClear(serverList[0]);
g_IAServerListInst[1].iServerType = target_game_e::TG_MOHTA;
g_IAServerListInst[1].pServerList = this;
game_name = GS_GetGameName(target_game_e::TG_MOHTA);
secret_key = GS_GetGameKey(target_game_e::TG_MOHTA);
serverList[1] = ServerListNew(
game_name,
game_name,
secret_key,
iNumConcurrent,
(void *)&IAServerListCallBack,
1,
(void *)&g_IAServerListInst[1]
);
ServerListClear(serverList[1]);
}
state = IA_WAITING;
numFoundServers = 0;
ServerListUpdate(serverList[0], true);
if (serverList[1]) {
ServerListUpdate(serverList[1], true);
}
menuManager.PassEventToWidget("ia_cancel_button", new Event(EV_Widget_Enable));
menuManager.PassEventToWidget("searchstatus", new Event(EV_Widget_Enable));
menuManager.PassEventToWidget("searchstatuslable", new Event(EV_Widget_Enable));
}
int UIInstantAction::GetServerIndex(int maxPing, int gameType)
{
int bestPing = 1500;
int bestServer = -1;
int i;
for (i = 0; i < numFoundServers; i++) {
const IAServer_t& IAServer = servers[i];
char *gameVer;
float fGameVer;
int ping;
int numPlayers;
if (IAServer.rejected) {
continue;
}
// Skip servers that don't match the provided game type
if (ServerGetIntValue(IAServer.server, "g_gametype_i", 1) != gameType) {
continue;
}
// Skip servers with high ping
ping = ServerGetPing(IAServer.server);
if (ping > maxPing) {
continue;
}
gameVer = ServerGetStringValue(IAServer.server, "gamever", "1.00");
if (com_target_demo->integer && *gameVer != 'd') {
// Skip retail servers on demo game
continue;
} else if (!com_target_demo->integer && *gameVer == 'd') {
// Skip demo servers on retail game
continue;
}
// Skip incompatible servers
fGameVer = atof(gameVer);
if (com_target_game->integer >= target_game_e::TG_MOHTT) {
if (IAServer.serverGame.serverType == target_game_e::TG_MOHTT) {
if (fabs(fGameVer) < 2.3f) {
continue;
}
} else {
if (fabs(fGameVer) < 2.1f) {
continue;
}
}
} else {
if (fabs(fGameVer - com_target_version->value) > 0.1f) {
continue;
}
}
// Skip servers with a password
if (ServerGetIntValue(IAServer.server, "password", 0)) {
continue;
}
// Skip servers that don't match the minimum number of players
numPlayers = ServerGetIntValue(IAServer.server, "numplayers", 0);
if (numPlayers < minPlayers) {
continue;
}
// Skip full servers
if (numPlayers == ServerGetIntValue(IAServer.server, "maxplayers", 0)) {
continue;
}
// Skip servers with an higher ping than the best one
if (ping >= bestPing) {
continue;
}
//
// Found a potential server
//
bestPing = ping;
bestServer = i;
}
return bestServer;
}
void UIInstantAction::ReadIniFile()
{
char *buffer;
const char *p;
const char *pVal;
int intValue;
char value[32];
if (!FS_ReadFileEx("iaction.ini", (void **)&buffer, qtrue)) {
return;
}
for (p = buffer; p; p = strstr(pVal, "\n")) {
if (!sscanf(p, "%32s", value)) {
break;
}
pVal = strstr(p, "=");
if (!pVal) {
break;
}
pVal++;
if (!sscanf(pVal, "%d", &intValue)) {
break;
}
if (!Q_stricmpn(value, "MinPlayers", 10)) {
minPlayers = intValue;
}
if (!Q_stricmpn(value, "StartingMaxPing", 15)) {
startingMaxPing = intValue;
}
if (!Q_stricmpn(value, "EndingMaxPing", 13)) {
endingMaxPing = intValue;
}
if (!Q_stricmpn(value, "MaxServers", 10)) {
maxServers = intValue;
}
}
}
void UIInstantAction::FindServer()
{
int ping;
int i;
currentServer = -1;
state = IA_NONE;
for (ping = startingMaxPing; ping < endingMaxPing; ping += 100) {
for (i = 1; i < 7; i++) {
currentServer = GetServerIndex(ping, i);
if (currentServer >= 0) {
break;
}
}
if (currentServer >= 0) {
break;
}
}
menuManager.PassEventToWidget("ia_refresh_button", new Event(EV_Widget_Enable));
menuManager.PassEventToWidget("ia_cancel_button", new Event(EV_Widget_Disable));
menuManager.PassEventToWidget("searchstatus", new Event(EV_Widget_Disable));
menuManager.PassEventToWidget("searchstatuslable", new Event(EV_Widget_Disable));
if (currentServer < 0) {
EnableServerInfo(false);
menuManager.PassEventToWidget("ia_noserverfound", new Event(EV_Widget_Enable));
return;
}
const IAServer_t& IAServer = servers[currentServer];
const char *hostname = ServerGetStringValue(IAServer.server, "hostname", "(NONE)");
const char *gametype = ServerGetStringValue(IAServer.server, "gametype", "(NONE)");
int numplayers = ServerGetIntValue(IAServer.server, "numplayers", 0);
int maxplayers = ServerGetIntValue(IAServer.server, "maxplayers", 0);
ping = ServerGetPing(IAServer.server);
Cvar_Set("ia_servername", va(" %s", hostname));
Cvar_Set("ia_ping", va("%d", ping));
Cvar_Set("ia_gametype", va("%s", gametype));
Cvar_Set("ia_players", va("%d", numplayers));
Cvar_Set("ia_maxplayers", va("%d", maxplayers));
EnableServerInfo(true);
}
void UIInstantAction::Connect(Event *ev)
{
char *gameVer;
float fGameVer;
bool bDiffVersion;
char command[256];
if (currentServer < 0 || currentServer < numServers) {
return;
}
const IAServer_t& IAServer = servers[currentServer];
gameVer = ServerGetStringValue(IAServer.server, "gamever", "1.00");
if (gameVer[0] == 'd') {
gameVer++;
}
// Skip incompatible servers
fGameVer = atof(gameVer);
bDiffVersion = false;
if (com_target_game->integer >= target_game_e::TG_MOHTT) {
if (IAServer.serverGame.serverType == target_game_e::TG_MOHTT) {
if (fabs(fGameVer) < 2.3f) {
bDiffVersion = true;
}
} else {
if (fabs(fGameVer) < 2.1f) {
bDiffVersion = true;
}
}
} else {
if (fabs(fGameVer - com_target_version->value) > 0.1f) {
bDiffVersion = true;
}
}
if (bDiffVersion) {
if (fGameVer - com_target_version->value > 0) {
// Older version
UI_SetReturnMenuToCurrent();
Cvar_Set("com_errormessage", va("Server is version %s, you are using %s", gameVer, "2.40"));
UI_PushMenu("wrongversion");
} else {
// Server version is newer
Cvar_Set("dm_serverstatus", va("Can not connect to v%s server, you are using v%s", gameVer, "2.40"));
}
}
UI_SetReturnMenuToCurrent();
Cvar_Set("g_servertype", va("%d", servers[currentServer].serverGame.serverType));
Com_sprintf(
command,
sizeof(command),
"connect %s:%i\n",
ServerGetAddress(IAServer.server),
ServerGetIntValue(IAServer.server, "hostport", PORT_SERVER)
);
Cbuf_AddText(command);
}
void UIInstantAction::Reject(Event *ev)
{
servers[currentServer].rejected = 1;
FindServer();
}
void UIInstantAction::Draw()
{
switch (state) {
case IA_INITIALIZE:
Init();
break;
case IA_UPDATE:
Update();
break;
case IA_FINISHED:
FindServer();
break;
default:
break;
}
if (serverList[0]) {
ServerListThink(serverList[0]);
}
if (serverList[1]) {
ServerListThink(serverList[1]);
}
}
void UIInstantAction::Update()
{
numFoundServers = 0;
// count the total number of servers from both server list
numServers = ServerListCount(serverList[0]);
if (serverList[1]) {
numServers += ServerListCount(serverList[1]);
}
state = IA_FINISHED;
servers = new IAServer_t[numServers];
ServerListHalt(serverList[0]);
if (serverList[1]) {
ServerListHalt(serverList[1]);
}
ServerListThink(serverList[0]);
if (serverList[1]) {
ServerListThink(serverList[1]);
}
state = IA_SEARCHING;
// Start updating the first list
doneList[0] = false;
ServerListClear(serverList[0]);
ServerListUpdate(serverList[0], true);
// Update the second optional list
if (serverList[1]) {
doneList[1] = false;
ServerListClear(serverList[1]);
ServerListUpdate(serverList[1], true);
}
}
int UIInstantAction::AddServer(GServer server, const ServerGame_t& serverGame)
{
servers[numFoundServers].server = server;
servers[numFoundServers].serverGame = serverGame;
servers[numFoundServers].rejected = false;
numFoundServers++;
return numFoundServers;
}
void UIInstantAction::CancelRefresh(Event *ev)
{
state = IA_FINISHED;
ServerListHalt(serverList[0]);
ServerListHalt(serverList[1]);
}
void UIInstantAction::Refresh(Event *ev)
{
state = IA_INITIALIZE;
}
void UIInstantAction::EnableServerInfo(bool enable)
{
if (enable) {
menuManager.PassEventToWidget("iaservername_label", new Event(EV_Widget_Enable));
menuManager.PassEventToWidget("ia_servername_field", new Event(EV_Widget_Enable));
menuManager.PassEventToWidget("ia_ping_label", new Event(EV_Widget_Enable));
menuManager.PassEventToWidget("ia_ping_field", new Event(EV_Widget_Enable));
menuManager.PassEventToWidget("ia_gametype_label", new Event(EV_Widget_Enable));
menuManager.PassEventToWidget("ia_gametype_field", new Event(EV_Widget_Enable));
menuManager.PassEventToWidget("ia_players_label", new Event(EV_Widget_Enable));
menuManager.PassEventToWidget("ia_players_field", new Event(EV_Widget_Enable));
menuManager.PassEventToWidget("ia_maxplayers_label", new Event(EV_Widget_Enable));
menuManager.PassEventToWidget("ia_maxplayers_field", new Event(EV_Widget_Enable));
menuManager.PassEventToWidget("acceptserver", new Event(EV_Widget_Enable));
menuManager.PassEventToWidget("rejectserver", new Event(EV_Widget_Enable));
} else {
menuManager.PassEventToWidget("iaservername_label", new Event(EV_Widget_Disable));
menuManager.PassEventToWidget("ia_servername_field", new Event(EV_Widget_Disable));
menuManager.PassEventToWidget("ia_ping_label", new Event(EV_Widget_Disable));
menuManager.PassEventToWidget("ia_ping_field", new Event(EV_Widget_Disable));
menuManager.PassEventToWidget("ia_gametype_label", new Event(EV_Widget_Disable));
menuManager.PassEventToWidget("ia_gametype_field", new Event(EV_Widget_Disable));
menuManager.PassEventToWidget("ia_players_label", new Event(EV_Widget_Disable));
menuManager.PassEventToWidget("ia_players_field", new Event(EV_Widget_Disable));
menuManager.PassEventToWidget("ia_maxplayers_label", new Event(EV_Widget_Disable));
menuManager.PassEventToWidget("ia_maxplayers_field", new Event(EV_Widget_Disable));
menuManager.PassEventToWidget("acceptserver", new Event(EV_Widget_Disable));
menuManager.PassEventToWidget("rejectserver", new Event(EV_Widget_Disable));
}
}
void UIInstantAction::IAServerListCallBack(GServerList serverlist, int msg, void *instance, void *param1, void *param2)
{
const ServerListInstance *pInstance = (const ServerListInstance *)instance;
UIInstantAction *pServerList = pInstance->pServerList;
if (msg == LIST_PROGRESS) {
if (pServerList->state == IA_WAITING) {
if (pInstance->iServerType == 2) {
pServerList->doneList[0] = 1;
}
if (pInstance->iServerType == 1) {
pServerList->doneList[1] = 1;
}
if (pServerList->doneList[0] && pServerList->doneList[1]) {
pServerList->state = IA_UPDATE;
}
} else if (pServerList->state == IA_SEARCHING) {
ServerGame_t serverGame;
serverGame.serverType = pInstance->iServerType;
const int serverIndex = pServerList->AddServer((GServer)param1, serverGame);
Cvar_Set("ia_search_percentage", va("%d %%", 100 * serverIndex / pServerList->numServers));
if (pServerList->maxServers >= 0 && serverIndex >= pServerList->maxServers) {
pServerList->doneList[0] = true;
ServerListHalt(pServerList->serverList[0]);
if (pServerList->serverList[1]) {
pServerList->doneList[1] = true;
ServerListHalt(pServerList->serverList[1]);
}
pServerList->state = IA_FINISHED;
}
}
} else if (msg == LIST_STATECHANGED && ServerListState(serverlist) == GServerListState::sl_idle) {
if (pInstance->iServerType == com_target_game->integer) {
pServerList->doneList[0] = true;
}
if (com_target_game->integer >= target_game_e::TG_MOHTT && pInstance->iServerType == target_game_e::TG_MOHTA) {
pServerList->doneList[1] = true;
}
if (pServerList->doneList[0] && (!pServerList->serverList[1] || pServerList->doneList[1])) {
if (pServerList->state == IA_WAITING) {
pServerList->state = IA_UPDATE;
}
if (pServerList->state == IA_SEARCHING) {
pServerList->state = IA_FINISHED;
}
}
}
}