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author | Jack <66967891+ASpoonPlaysGames@users.noreply.github.com> | 2023-12-27 00:32:01 +0000 |
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committer | GitHub <noreply@github.com> | 2023-12-27 01:32:01 +0100 |
commit | f5ab6fb5e8be7b73e6003d4145081d5e0c0ce287 (patch) | |
tree | 90f2c6a4885dbd181799e2325cf33588697674e1 /NorthstarDLL/masterserver/masterserver.h | |
parent | bb8ed59f6891b1196c5f5bbe7346cd171c8215fa (diff) | |
download | NorthstarLauncher-f5ab6fb5e8be7b73e6003d4145081d5e0c0ce287.tar.gz NorthstarLauncher-f5ab6fb5e8be7b73e6003d4145081d5e0c0ce287.zip |
Folder restructuring from primedev (#624)v1.21.2-rc3v1.21.2
Copies of over the primedev folder structure for easier cherry-picking of further changes
Co-authored-by: F1F7Y <filip.bartos07@proton.me>
Diffstat (limited to 'NorthstarDLL/masterserver/masterserver.h')
-rw-r--r-- | NorthstarDLL/masterserver/masterserver.h | 199 |
1 files changed, 0 insertions, 199 deletions
diff --git a/NorthstarDLL/masterserver/masterserver.h b/NorthstarDLL/masterserver/masterserver.h deleted file mode 100644 index 570db619..00000000 --- a/NorthstarDLL/masterserver/masterserver.h +++ /dev/null @@ -1,199 +0,0 @@ -#pragma once - -#include "core/convar/convar.h" -#include "server/serverpresence.h" -#include <winsock2.h> -#include <string> -#include <cstring> -#include <future> -#include <unordered_set> - -extern ConVar* Cvar_ns_masterserver_hostname; -extern ConVar* Cvar_ns_curl_log_enable; - -struct RemoteModInfo -{ -public: - std::string Name; - std::string Version; -}; - -class RemoteServerInfo -{ -public: - char id[33]; // 32 bytes + nullterminator - - // server info - char name[64]; - std::string description; - char map[32]; - char playlist[16]; - char region[32]; - std::vector<RemoteModInfo> requiredMods; - - int playerCount; - int maxPlayers; - - // connection stuff - bool requiresPassword; - -public: - RemoteServerInfo( - const char* newId, - const char* newName, - const char* newDescription, - const char* newMap, - const char* newPlaylist, - const char* newRegion, - int newPlayerCount, - int newMaxPlayers, - bool newRequiresPassword); -}; - -struct RemoteServerConnectionInfo -{ -public: - char authToken[32]; - - in_addr ip; - unsigned short port; -}; - -struct MainMenuPromoData -{ -public: - std::string newInfoTitle1; - std::string newInfoTitle2; - std::string newInfoTitle3; - - std::string largeButtonTitle; - std::string largeButtonText; - std::string largeButtonUrl; - int largeButtonImageIndex; - - std::string smallButton1Title; - std::string smallButton1Url; - int smallButton1ImageIndex; - - std::string smallButton2Title; - std::string smallButton2Url; - int smallButton2ImageIndex; -}; - -class MasterServerManager -{ -private: - bool m_bRequestingServerList = false; - bool m_bAuthenticatingWithGameServer = false; - -public: - char m_sOwnServerId[33]; - char m_sOwnServerAuthToken[33]; - char m_sOwnClientAuthToken[33]; - - std::string m_sOwnModInfoJson; - - bool m_bOriginAuthWithMasterServerDone = false; - bool m_bOriginAuthWithMasterServerInProgress = false; - - bool m_bOriginAuthWithMasterServerSuccessful = false; - std::string m_sOriginAuthWithMasterServerErrorCode = ""; - std::string m_sOriginAuthWithMasterServerErrorMessage = ""; - - bool m_bSavingPersistentData = false; - - bool m_bScriptRequestingServerList = false; - bool m_bSuccessfullyConnected = true; - - bool m_bNewgameAfterSelfAuth = false; - bool m_bScriptAuthenticatingWithGameServer = false; - bool m_bSuccessfullyAuthenticatedWithGameServer = false; - std::string m_sAuthFailureReason {}; - - bool m_bHasPendingConnectionInfo = false; - RemoteServerConnectionInfo m_pendingConnectionInfo; - - std::vector<RemoteServerInfo> m_vRemoteServers; - - bool m_bHasMainMenuPromoData = false; - MainMenuPromoData m_sMainMenuPromoData; - - std::optional<RemoteServerInfo> m_currentServer; - std::string m_sCurrentServerPassword; - - std::unordered_set<std::string> m_handledServerConnections; - -public: - MasterServerManager(); - - void ClearServerList(); - void RequestServerList(); - void RequestMainMenuPromos(); - void AuthenticateOriginWithMasterServer(const char* uid, const char* originToken); - void AuthenticateWithOwnServer(const char* uid, const char* playerToken); - void AuthenticateWithServer(const char* uid, const char* playerToken, RemoteServerInfo server, const char* password); - void WritePlayerPersistentData(const char* playerId, const char* pdata, size_t pdataSize); - void ProcessConnectionlessPacketSigreq1(std::string req); -}; - -extern MasterServerManager* g_pMasterServerManager; -extern ConVar* Cvar_ns_masterserver_hostname; - -/** Result returned in the std::future of a MasterServerPresenceReporter::ReportPresence() call. */ -enum class MasterServerReportPresenceResult -{ - // Adding this server to the MS was successful. - Success, - // We failed to add this server to the MS and should retry. - Failed, - // We failed to add this server to the MS and shouldn't retry. - FailedNoRetry, - // We failed to even reach the MS. - FailedNoConnect, - // We failed to add the server because an existing server with the same ip:port exists. - FailedDuplicateServer, -}; - -class MasterServerPresenceReporter : public ServerPresenceReporter -{ -public: - /** Full data returned in the std::future of a MasterServerPresenceReporter::ReportPresence() call. */ - struct ReportPresenceResultData - { - MasterServerReportPresenceResult result; - - std::optional<std::string> id; - std::optional<std::string> serverAuthToken; - }; - - const int MAX_REGISTRATION_ATTEMPTS = 5; - - // Called to initialise the master server presence reporter's state. - void CreatePresence(const ServerPresence* pServerPresence) override; - - // Run on an internal to either add the server to the MS or update it. - void ReportPresence(const ServerPresence* pServerPresence) override; - - // Called when we need to remove the server from the master server. - void DestroyPresence(const ServerPresence* pServerPresence) override; - - // Called every frame. - void RunFrame(double flCurrentTime, const ServerPresence* pServerPresence) override; - -protected: - // Contains the async logic to add the server to the MS. - void InternalAddServer(const ServerPresence* pServerPresence); - - // Contains the async logic to update the server on the MS. - void InternalUpdateServer(const ServerPresence* pServerPresence); - - // The future used for InternalAddServer() calls. - std::future<ReportPresenceResultData> addServerFuture; - - // The future used for InternalAddServer() calls. - std::future<ReportPresenceResultData> updateServerFuture; - - int m_nNumRegistrationAttempts; - - double m_fNextAddServerAttemptTime; -}; |