Torque3D/Engine/source/app/net/serverQuery.h
2012-09-19 11:15:01 -04:00

129 lines
4.3 KiB
C

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _SERVERQUERY_H_
#define _SERVERQUERY_H_
#ifndef _PLATFORM_H_
#include "platform/platform.h"
#endif
#ifndef _EVENT_H_
#include "platform/event.h"
#endif
#ifndef _BITSET_H_
#include "core/bitSet.h"
#endif
#include "platform/platformNet.h"
//-----------------------------------------------------------------------------
// Game Server Information
struct ServerInfo
{
enum StatusFlags
{
// Info flags (0-7):
Status_Dedicated = BIT(0),
Status_Passworded = BIT(1),
Status_Linux = BIT(2),
Status_Xenon = BIT(6),
// Status flags:
Status_New = 0,
Status_Querying = BIT(28),
Status_Updating = BIT(29),
Status_Responded = BIT(30),
Status_TimedOut = BIT(31),
};
U8 numPlayers;
U8 maxPlayers;
U8 numBots;
char* name;
char* gameType;
char* missionName;
char* missionType;
char* statusString;
char* infoString;
NetAddress address;
U32 version;
U32 ping;
U32 cpuSpeed;
bool isFavorite;
BitSet32 status;
ServerInfo()
{
numPlayers = 0;
maxPlayers = 0;
numBots = 0;
name = NULL;
gameType = NULL;
missionType = NULL;
missionName = NULL;
statusString = NULL;
infoString = NULL;
version = 0;
ping = 0;
cpuSpeed = 0;
isFavorite = false;
status = Status_New;
}
~ServerInfo();
bool isNew() { return( status == Status_New ); }
bool isQuerying() { return( status.test( Status_Querying ) ); }
bool isUpdating() { return( status.test( Status_Updating ) ); }
bool hasResponded() { return( status.test( Status_Responded ) ); }
bool isTimedOut() { return( status.test( Status_TimedOut ) ); }
bool isDedicated() { return( status.test( Status_Dedicated ) ); }
bool isPassworded() { return( status.test( Status_Passworded ) ); }
bool isLinux() { return( status.test( Status_Linux ) ); }
bool isXenon() { return( status.test( Status_Xenon ) ); }
};
//-----------------------------------------------------------------------------
extern Vector<ServerInfo> gServerList;
extern bool gServerBrowserDirty;
extern void clearServerList();
extern void queryLanServers(U32 port, U8 flags, const char* gameType, const char* missionType,
U8 minPlayers, U8 maxPlayers, U8 maxBots, U32 regionMask, U32 maxPing, U16 minCPU,
U8 filterFlags);
extern void queryMasterGameTypes();
extern void queryMasterServer(U8 flags, const char* gameType, const char* missionType,
U8 minPlayers, U8 maxPlayers, U8 maxBots, U32 regionMask, U32 maxPing, U16 minCPU,
U8 filterFlags, U8 buddyCount, U32* buddyList );
extern void queryFavoriteServers( U8 flags );
extern void querySingleServer(const NetAddress* addr, U8 flags);
extern void startHeartbeat();
extern void sendHeartbeat( U8 flags );
#ifdef TORQUE_DEBUG
extern void addFakeServers( S32 howMany );
#endif // DEBUG
#endif