mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
126 lines
4.2 KiB
C
126 lines
4.2 KiB
C
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _SERVERQUERY_H_
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#define _SERVERQUERY_H_
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#ifndef _PLATFORM_H_
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#include "platform/platform.h"
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#endif
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#ifndef _BITSET_H_
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#include "core/bitSet.h"
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#endif
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#include "platform/platformNet.h"
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//-----------------------------------------------------------------------------
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// Game Server Information
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struct ServerInfo
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{
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enum StatusFlags
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{
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// Info flags (0-7):
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Status_Dedicated = BIT(0),
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Status_Passworded = BIT(1),
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Status_Linux = BIT(2),
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// Status flags:
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Status_New = 0,
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Status_Querying = BIT(28),
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Status_Updating = BIT(29),
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Status_Responded = BIT(30),
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Status_TimedOut = BIT(31),
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};
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U8 numPlayers;
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U8 maxPlayers;
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U8 numBots;
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char* name;
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char* gameType;
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char* missionName;
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char* missionType;
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char* statusString;
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char* infoString;
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NetAddress address;
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U32 version;
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U32 ping;
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U32 cpuSpeed;
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bool isFavorite;
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BitSet32 status;
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ServerInfo()
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{
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numPlayers = 0;
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maxPlayers = 0;
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numBots = 0;
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name = NULL;
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gameType = NULL;
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missionType = NULL;
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missionName = NULL;
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statusString = NULL;
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infoString = NULL;
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version = 0;
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dMemset(&address, '\0', sizeof(NetAddress));
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ping = 0;
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cpuSpeed = 0;
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isFavorite = false;
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status = Status_New;
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}
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~ServerInfo();
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bool isNew() { return( status == Status_New ); }
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bool isQuerying() { return( status.test( Status_Querying ) ); }
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bool isUpdating() { return( status.test( Status_Updating ) ); }
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bool hasResponded() { return( status.test( Status_Responded ) ); }
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bool isTimedOut() { return( status.test( Status_TimedOut ) ); }
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bool isDedicated() { return( status.test( Status_Dedicated ) ); }
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bool isPassworded() { return( status.test( Status_Passworded ) ); }
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bool isLinux() { return( status.test( Status_Linux ) ); }
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};
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//-----------------------------------------------------------------------------
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extern Vector<ServerInfo> gServerList;
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extern bool gServerBrowserDirty;
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extern void clearServerList();
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extern void queryLanServers(U32 port, U8 flags, const char* gameType, const char* missionType,
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U8 minPlayers, U8 maxPlayers, U8 maxBots, U32 regionMask, U32 maxPing, U16 minCPU,
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U8 filterFlags);
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extern void queryMasterGameTypes();
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extern void queryMasterServer(U8 flags, const char* gameType, const char* missionType,
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U8 minPlayers, U8 maxPlayers, U8 maxBots, U32 regionMask, U32 maxPing, U16 minCPU,
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U8 filterFlags, U8 buddyCount, U32* buddyList );
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extern void queryFavoriteServers( U8 flags );
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extern void querySingleServer(const NetAddress* addr, U8 flags);
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extern void startHeartbeat();
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extern void sendHeartbeat( U8 flags );
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#ifdef TORQUE_DEBUG
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extern void addFakeServers( S32 howMany );
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#endif // DEBUG
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#endif
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