//----------------------------------------------------------------------------- // 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 _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 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; dMemset(&address, '\0', sizeof(NetAddress)); 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 ) ); } }; //----------------------------------------------------------------------------- extern Vector 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