engine/game/serverQuery.h
2024-01-07 04:36:33 +00:00

114 lines
3 KiB
C

//-----------------------------------------------------------------------------
// V12 Engine
//
// Copyright (c) 2001 GarageGames.Com
// Portions Copyright (c) 2001 by Sierra Online, Inc.
//-----------------------------------------------------------------------------
#ifndef _SERVERQUERY_H_
#define _SERVERQUERY_H_
#ifndef _PLATFORM_H_
#include "platform/platform.h"
#endif
#ifndef _EVENT_H_
#include "platform/event.h"
#endif
struct ServerInfo
{
enum StatusFlags
{
// Info flags (0-7):
Status_Dedicated = BIT(0),
Status_Passworded = BIT(1),
Status_Linux = BIT(2),
Status_Tournament = BIT(3),
Status_NoSmurfs = BIT(4),
// 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* missionType;
char* missionName;
char* infoString;
char* contentString;
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;
infoString = NULL;
contentString = 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 isTournament() { return( status.test( Status_Tournament ) ); }
bool areSmurfsAllowed() { return( !status.test( Status_NoSmurfs ) ); }
bool isLinux() { return( status.test( Status_Linux ) ); }
};
extern Vector<ServerInfo> gServerList;
extern bool gServerBrowserDirty;
extern void clearServerList();
extern void queryLanServers( U32 port, U8 flags, bool offline = true );
extern void queryMasterGameTypes();
extern void queryMasterServer(
U32 lanPort,
U8 flags,
const char* rulesSet,
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 DEBUG
extern void addFakeServers( S32 howMany );
#endif // DEBUG
#endif