mirror of
https://github.com/openmoh/openmohaa.git
synced 2025-04-28 21:57:57 +03:00
640 lines
19 KiB
C++
640 lines
19 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, &UIInstantAction::Refresh },
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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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servers = NULL;
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doneList[0] = false;
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doneList[1] = false;
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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", new Event(EV_Widget_Disable));
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menuManager.PassEventToWidget("ia_refresh_button", new Event(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", new Event(EV_Widget_Disable));
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menuManager.PassEventToWidget("ia_refresh_button", new Event(EV_Widget_Disable));
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menuManager.PassEventToWidget("ia_noserverfound", new Event(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", new Event(EV_Widget_Enable));
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menuManager.PassEventToWidget("searchstatus", new Event(EV_Widget_Enable));
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menuManager.PassEventToWidget("searchstatuslable", new Event(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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int bestPing = 1500;
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int bestServer = -1;
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int i;
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for (i = 0; i < numFoundServers; i++) {
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const IAServer_t& IAServer = servers[i];
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char *gameVer;
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float fGameVer;
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int ping;
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int numPlayers;
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if (IAServer.rejected) {
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continue;
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}
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// Skip servers that don't match the provided game type
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if (ServerGetIntValue(IAServer.server, "g_gametype_i", 1) != gameType) {
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continue;
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}
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// Skip servers with high ping
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ping = ServerGetPing(IAServer.server);
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if (ping > maxPing) {
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continue;
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}
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gameVer = ServerGetStringValue(IAServer.server, "gamever", "1.00");
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if (com_target_demo->integer && *gameVer != 'd') {
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// Skip retail servers on demo game
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continue;
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} else if (!com_target_demo->integer && *gameVer == 'd') {
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// Skip demo servers on retail game
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continue;
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}
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// Skip incompatible servers
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fGameVer = atof(gameVer);
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if (com_target_game->integer >= target_game_e::TG_MOHTT) {
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if (IAServer.serverGame.serverType == target_game_e::TG_MOHTT) {
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if (fabs(fGameVer) < 2.3f) {
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continue;
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}
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} else {
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if (fabs(fGameVer) < 2.1f) {
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continue;
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}
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}
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} else {
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if (fabs(fGameVer - com_target_version->value) > 0.1f) {
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continue;
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}
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}
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// Skip servers with a password
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if (ServerGetIntValue(IAServer.server, "password", 0)) {
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continue;
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}
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// Skip servers that don't match the minimum number of players
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numPlayers = ServerGetIntValue(IAServer.server, "numplayers", 0);
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if (numPlayers < minPlayers) {
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continue;
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}
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// Skip full servers
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if (numPlayers == ServerGetIntValue(IAServer.server, "maxplayers", 0)) {
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continue;
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}
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// Skip servers with an higher ping than the best one
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if (ping >= bestPing) {
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continue;
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}
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//
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// Found a potential server
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//
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bestPing = ping;
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bestServer = i;
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}
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return bestServer;
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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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int ping;
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int i;
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currentServer = -1;
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state = IA_NONE;
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for (ping = startingMaxPing; ping < endingMaxPing; ping += 100) {
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//
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// Find the best server starting from FFA gametype first
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//
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for (i = 1; i < 7; i++) {
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currentServer = GetServerIndex(ping, i);
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if (currentServer >= 0) {
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break;
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}
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}
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if (currentServer >= 0) {
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break;
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}
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}
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menuManager.PassEventToWidget("ia_refresh_button", new Event(EV_Widget_Enable));
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menuManager.PassEventToWidget("ia_cancel_button", new Event(EV_Widget_Disable));
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menuManager.PassEventToWidget("searchstatus", new Event(EV_Widget_Disable));
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menuManager.PassEventToWidget("searchstatuslable", new Event(EV_Widget_Disable));
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if (currentServer < 0) {
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EnableServerInfo(false);
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menuManager.PassEventToWidget("ia_noserverfound", new Event(EV_Widget_Enable));
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return;
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}
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const IAServer_t& IAServer = servers[currentServer];
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const char *hostname = ServerGetStringValue(IAServer.server, "hostname", "(NONE)");
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const char *gametype = ServerGetStringValue(IAServer.server, "gametype", "(NONE)");
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int numplayers = ServerGetIntValue(IAServer.server, "numplayers", 0);
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int maxplayers = ServerGetIntValue(IAServer.server, "maxplayers", 0);
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ping = ServerGetPing(IAServer.server);
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Cvar_Set("ia_servername", va(" %s", hostname));
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Cvar_Set("ia_ping", va("%d", ping));
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Cvar_Set("ia_gametype", va("%s", gametype));
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Cvar_Set("ia_players", va("%d", numplayers));
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Cvar_Set("ia_maxplayers", va("%d", maxplayers));
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EnableServerInfo(true);
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}
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void UIInstantAction::Connect(Event *ev)
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{
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char *gameVer;
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float fGameVer;
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bool bDiffVersion;
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char command[256];
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if (currentServer < 0 || currentServer < numServers) {
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return;
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}
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const IAServer_t& IAServer = servers[currentServer];
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gameVer = ServerGetStringValue(IAServer.server, "gamever", "1.00");
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if (gameVer[0] == 'd') {
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gameVer++;
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}
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// Skip incompatible servers
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fGameVer = atof(gameVer);
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bDiffVersion = false;
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if (com_target_game->integer >= target_game_e::TG_MOHTT) {
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if (IAServer.serverGame.serverType == target_game_e::TG_MOHTT) {
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if (fabs(fGameVer) < 2.3f) {
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bDiffVersion = true;
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}
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} else {
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if (fabs(fGameVer) < 2.1f) {
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bDiffVersion = true;
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}
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}
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} else {
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if (fabs(fGameVer - com_target_version->value) > 0.1f) {
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bDiffVersion = true;
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}
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}
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if (bDiffVersion) {
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if (fGameVer - com_target_version->value > 0) {
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// Older version
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UI_SetReturnMenuToCurrent();
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Cvar_Set("com_errormessage", va("Server is version %s, you are using %s", gameVer, "2.40"));
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UI_PushMenu("wrongversion");
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} else {
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// Server version is newer
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Cvar_Set("dm_serverstatus", va("Can not connect to v%s server, you are using v%s", gameVer, "2.40"));
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}
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}
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UI_SetReturnMenuToCurrent();
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Cvar_Set("g_servertype", va("%d", servers[currentServer].serverGame.serverType));
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Com_sprintf(
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command,
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sizeof(command),
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"connect %s:%i\n",
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ServerGetAddress(IAServer.server),
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ServerGetIntValue(IAServer.server, "hostport", PORT_SERVER)
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);
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Cbuf_AddText(command);
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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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numFoundServers = 0;
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// count the total number of servers from both server list
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numServers = ServerListCount(serverList[0]);
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if (serverList[1]) {
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numServers += ServerListCount(serverList[1]);
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}
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state = IA_FINISHED;
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servers = new IAServer_t[numServers];
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ServerListHalt(serverList[0]);
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if (serverList[1]) {
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ServerListHalt(serverList[1]);
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}
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ServerListThink(serverList[0]);
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if (serverList[1]) {
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ServerListThink(serverList[1]);
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}
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state = IA_SEARCHING;
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// Start updating the first list
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doneList[0] = false;
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ServerListClear(serverList[0]);
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ServerListUpdate(serverList[0], true);
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// Update the second optional list
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if (serverList[1]) {
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doneList[1] = false;
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ServerListClear(serverList[1]);
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ServerListUpdate(serverList[1], true);
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}
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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::Refresh(Event *ev)
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{
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state = IA_INITIALIZE;
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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", new Event(EV_Widget_Enable));
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menuManager.PassEventToWidget("ia_servername_field", new Event(EV_Widget_Enable));
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menuManager.PassEventToWidget("ia_ping_label", new Event(EV_Widget_Enable));
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menuManager.PassEventToWidget("ia_ping_field", new Event(EV_Widget_Enable));
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menuManager.PassEventToWidget("ia_gametype_label", new Event(EV_Widget_Enable));
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menuManager.PassEventToWidget("ia_gametype_field", new Event(EV_Widget_Enable));
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|
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 == 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])) {
|
|
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) {
|
|
// Reached the maximum number of servers, stop there
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
}
|