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114 lines
3 KiB
C
114 lines
3 KiB
C
//-----------------------------------------------------------------------------
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// V12 Engine
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//
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// Copyright (c) 2001 GarageGames.Com
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// Portions Copyright (c) 2001 by Sierra Online, Inc.
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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 _EVENT_H_
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#include "platform/event.h"
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#endif
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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_Tournament = BIT(3),
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Status_NoSmurfs = BIT(4),
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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* missionType;
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char* missionName;
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char* infoString;
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char* contentString;
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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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infoString = NULL;
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contentString = NULL;
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version = 0;
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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 isTournament() { return( status.test( Status_Tournament ) ); }
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bool areSmurfsAllowed() { return( !status.test( Status_NoSmurfs ) ); }
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bool isLinux() { return( status.test( Status_Linux ) ); }
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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, bool offline = true );
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extern void queryMasterGameTypes();
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extern void queryMasterServer(
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U32 lanPort,
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U8 flags,
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const char* rulesSet,
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const char* missionType,
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U8 minPlayers,
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U8 maxPlayers,
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U8 maxBots,
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U32 regionMask,
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U32 maxPing,
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U16 minCPU,
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U8 filterFlags,
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U8 buddyCount,
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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 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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