mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2024-11-14 10:50:13 +01:00
192 lines
9.6 KiB
C
192 lines
9.6 KiB
C
|
/* Copyright (C) 2019 Mr Goldberg
|
||
|
This file is part of the Goldberg Emulator
|
||
|
|
||
|
The Goldberg Emulator is free software; you can redistribute it and/or
|
||
|
modify it under the terms of the GNU Lesser General Public
|
||
|
License as published by the Free Software Foundation; either
|
||
|
version 3 of the License, or (at your option) any later version.
|
||
|
|
||
|
The Goldberg Emulator 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
|
||
|
Lesser General Public License for more details.
|
||
|
|
||
|
You should have received a copy of the GNU Lesser General Public
|
||
|
License along with the Goldberg Emulator; if not, see
|
||
|
<http://www.gnu.org/licenses/>. */
|
||
|
|
||
|
#include "base.h"
|
||
|
|
||
|
#define SERVER_TIMEOUT 10.0
|
||
|
|
||
|
struct Steam_Matchmaking_Servers_Direct_IP_Request {
|
||
|
HServerQuery id;
|
||
|
uint32 ip;
|
||
|
uint16 port;
|
||
|
|
||
|
ISteamMatchmakingRulesResponse *rules_response = NULL;
|
||
|
ISteamMatchmakingPlayersResponse *players_response = NULL;
|
||
|
ISteamMatchmakingPingResponse *ping_response = NULL;
|
||
|
};
|
||
|
|
||
|
struct Steam_Matchmaking_Servers_Gameserver {
|
||
|
Gameserver server;
|
||
|
std::chrono::high_resolution_clock::time_point last_recv;
|
||
|
};
|
||
|
|
||
|
struct Steam_Matchmaking_Request {
|
||
|
AppId_t appid;
|
||
|
HServerListRequest id;
|
||
|
ISteamMatchmakingServerListResponse *callbacks;
|
||
|
bool completed, cancelled, released;
|
||
|
std::vector <struct Steam_Matchmaking_Servers_Gameserver> gameservers_filtered;
|
||
|
};
|
||
|
|
||
|
class Steam_Matchmaking_Servers : public ISteamMatchmakingServers
|
||
|
{
|
||
|
class Settings *settings;
|
||
|
class Networking *network;
|
||
|
|
||
|
std::vector <struct Steam_Matchmaking_Servers_Gameserver> gameservers;
|
||
|
std::vector <struct Steam_Matchmaking_Request> requests;
|
||
|
std::vector <struct Steam_Matchmaking_Servers_Direct_IP_Request> direct_ip_requests;
|
||
|
public:
|
||
|
Steam_Matchmaking_Servers(class Settings *settings, class Networking *network);
|
||
|
// Request a new list of servers of a particular type. These calls each correspond to one of the EMatchMakingType values.
|
||
|
// Each call allocates a new asynchronous request object.
|
||
|
// Request object must be released by calling ReleaseRequest( hServerListRequest )
|
||
|
HServerListRequest RequestInternetServerList( AppId_t iApp, STEAM_ARRAY_COUNT(nFilters) MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse );
|
||
|
HServerListRequest RequestLANServerList( AppId_t iApp, ISteamMatchmakingServerListResponse *pRequestServersResponse );
|
||
|
HServerListRequest RequestFriendsServerList( AppId_t iApp, STEAM_ARRAY_COUNT(nFilters) MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse );
|
||
|
HServerListRequest RequestFavoritesServerList( AppId_t iApp, STEAM_ARRAY_COUNT(nFilters) MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse );
|
||
|
HServerListRequest RequestHistoryServerList( AppId_t iApp, STEAM_ARRAY_COUNT(nFilters) MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse );
|
||
|
HServerListRequest RequestSpectatorServerList( AppId_t iApp, STEAM_ARRAY_COUNT(nFilters) MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse );
|
||
|
|
||
|
// Releases the asynchronous request object and cancels any pending query on it if there's a pending query in progress.
|
||
|
// RefreshComplete callback is not posted when request is released.
|
||
|
void ReleaseRequest( HServerListRequest hServerListRequest );
|
||
|
|
||
|
/* the filter operation codes that go in the key part of MatchMakingKeyValuePair_t should be one of these:
|
||
|
|
||
|
"map"
|
||
|
- Server passes the filter if the server is playing the specified map.
|
||
|
"gamedataand"
|
||
|
- Server passes the filter if the server's game data (ISteamGameServer::SetGameData) contains all of the
|
||
|
specified strings. The value field is a comma-delimited list of strings to match.
|
||
|
"gamedataor"
|
||
|
- Server passes the filter if the server's game data (ISteamGameServer::SetGameData) contains at least one of the
|
||
|
specified strings. The value field is a comma-delimited list of strings to match.
|
||
|
"gamedatanor"
|
||
|
- Server passes the filter if the server's game data (ISteamGameServer::SetGameData) does not contain any
|
||
|
of the specified strings. The value field is a comma-delimited list of strings to check.
|
||
|
"gametagsand"
|
||
|
- Server passes the filter if the server's game tags (ISteamGameServer::SetGameTags) contains all
|
||
|
of the specified strings. The value field is a comma-delimited list of strings to check.
|
||
|
"gametagsnor"
|
||
|
- Server passes the filter if the server's game tags (ISteamGameServer::SetGameTags) does not contain any
|
||
|
of the specified strings. The value field is a comma-delimited list of strings to check.
|
||
|
"and" (x1 && x2 && ... && xn)
|
||
|
"or" (x1 || x2 || ... || xn)
|
||
|
"nand" !(x1 && x2 && ... && xn)
|
||
|
"nor" !(x1 || x2 || ... || xn)
|
||
|
- Performs Boolean operation on the following filters. The operand to this filter specifies
|
||
|
the "size" of the Boolean inputs to the operation, in Key/value pairs. (The keyvalue
|
||
|
pairs must immediately follow, i.e. this is a prefix logical operator notation.)
|
||
|
In the simplest case where Boolean expressions are not nested, this is simply
|
||
|
the number of operands.
|
||
|
|
||
|
For example, to match servers on a particular map or with a particular tag, would would
|
||
|
use these filters.
|
||
|
|
||
|
( server.map == "cp_dustbowl" || server.gametags.contains("payload") )
|
||
|
"or", "2"
|
||
|
"map", "cp_dustbowl"
|
||
|
"gametagsand", "payload"
|
||
|
|
||
|
If logical inputs are nested, then the operand specifies the size of the entire
|
||
|
"length" of its operands, not the number of immediate children.
|
||
|
|
||
|
( server.map == "cp_dustbowl" || ( server.gametags.contains("payload") && !server.gametags.contains("payloadrace") ) )
|
||
|
"or", "4"
|
||
|
"map", "cp_dustbowl"
|
||
|
"and", "2"
|
||
|
"gametagsand", "payload"
|
||
|
"gametagsnor", "payloadrace"
|
||
|
|
||
|
Unary NOT can be achieved using either "nand" or "nor" with a single operand.
|
||
|
|
||
|
"addr"
|
||
|
- Server passes the filter if the server's query address matches the specified IP or IP:port.
|
||
|
"gameaddr"
|
||
|
- Server passes the filter if the server's game address matches the specified IP or IP:port.
|
||
|
|
||
|
The following filter operations ignore the "value" part of MatchMakingKeyValuePair_t
|
||
|
|
||
|
"dedicated"
|
||
|
- Server passes the filter if it passed true to SetDedicatedServer.
|
||
|
"secure"
|
||
|
- Server passes the filter if the server is VAC-enabled.
|
||
|
"notfull"
|
||
|
- Server passes the filter if the player count is less than the reported max player count.
|
||
|
"hasplayers"
|
||
|
- Server passes the filter if the player count is greater than zero.
|
||
|
"noplayers"
|
||
|
- Server passes the filter if it doesn't have any players.
|
||
|
"linux"
|
||
|
- Server passes the filter if it's a linux server
|
||
|
*/
|
||
|
|
||
|
// Get details on a given server in the list, you can get the valid range of index
|
||
|
// values by calling GetServerCount(). You will also receive index values in
|
||
|
// ISteamMatchmakingServerListResponse::ServerResponded() callbacks
|
||
|
gameserveritem_t *GetServerDetails( HServerListRequest hRequest, int iServer );
|
||
|
|
||
|
// Cancel an request which is operation on the given list type. You should call this to cancel
|
||
|
// any in-progress requests before destructing a callback object that may have been passed
|
||
|
// to one of the above list request calls. Not doing so may result in a crash when a callback
|
||
|
// occurs on the destructed object.
|
||
|
// Canceling a query does not release the allocated request handle.
|
||
|
// The request handle must be released using ReleaseRequest( hRequest )
|
||
|
void CancelQuery( HServerListRequest hRequest );
|
||
|
|
||
|
// Ping every server in your list again but don't update the list of servers
|
||
|
// Query callback installed when the server list was requested will be used
|
||
|
// again to post notifications and RefreshComplete, so the callback must remain
|
||
|
// valid until another RefreshComplete is called on it or the request
|
||
|
// is released with ReleaseRequest( hRequest )
|
||
|
void RefreshQuery( HServerListRequest hRequest );
|
||
|
|
||
|
// Returns true if the list is currently refreshing its server list
|
||
|
bool IsRefreshing( HServerListRequest hRequest );
|
||
|
|
||
|
// How many servers in the given list, GetServerDetails above takes 0... GetServerCount() - 1
|
||
|
int GetServerCount( HServerListRequest hRequest );
|
||
|
|
||
|
// Refresh a single server inside of a query (rather than all the servers )
|
||
|
void RefreshServer( HServerListRequest hRequest, int iServer );
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Queries to individual servers directly via IP/Port
|
||
|
//-----------------------------------------------------------------------------
|
||
|
|
||
|
// Request updated ping time and other details from a single server
|
||
|
HServerQuery PingServer( uint32 unIP, uint16 usPort, ISteamMatchmakingPingResponse *pRequestServersResponse );
|
||
|
|
||
|
// Request the list of players currently playing on a server
|
||
|
HServerQuery PlayerDetails( uint32 unIP, uint16 usPort, ISteamMatchmakingPlayersResponse *pRequestServersResponse );
|
||
|
|
||
|
// Request the list of rules that the server is running (See ISteamGameServer::SetKeyValue() to set the rules server side)
|
||
|
HServerQuery ServerRules( uint32 unIP, uint16 usPort, ISteamMatchmakingRulesResponse *pRequestServersResponse );
|
||
|
|
||
|
// Cancel an outstanding Ping/Players/Rules query from above. You should call this to cancel
|
||
|
// any in-progress requests before destructing a callback object that may have been passed
|
||
|
// to one of the above calls to avoid crashing when callbacks occur.
|
||
|
void CancelServerQuery( HServerQuery hServerQuery );
|
||
|
|
||
|
//
|
||
|
void RunCallbacks();
|
||
|
void Callback(Common_Message *msg);
|
||
|
void server_details(Gameserver *g, gameserveritem_t *server);
|
||
|
};
|