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authorJack <66967891+ASpoonPlaysGames@users.noreply.github.com>2023-12-27 00:32:01 +0000
committerGitHub <noreply@github.com>2023-12-27 01:32:01 +0100
commitf5ab6fb5e8be7b73e6003d4145081d5e0c0ce287 (patch)
tree90f2c6a4885dbd181799e2325cf33588697674e1 /primedev/scripts/client/scriptserverbrowser.cpp
parentbb8ed59f6891b1196c5f5bbe7346cd171c8215fa (diff)
downloadNorthstarLauncher-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 'primedev/scripts/client/scriptserverbrowser.cpp')
-rw-r--r--primedev/scripts/client/scriptserverbrowser.cpp209
1 files changed, 209 insertions, 0 deletions
diff --git a/primedev/scripts/client/scriptserverbrowser.cpp b/primedev/scripts/client/scriptserverbrowser.cpp
new file mode 100644
index 00000000..a142c3f4
--- /dev/null
+++ b/primedev/scripts/client/scriptserverbrowser.cpp
@@ -0,0 +1,209 @@
+#include "squirrel/squirrel.h"
+#include "masterserver/masterserver.h"
+#include "server/auth/serverauthentication.h"
+#include "engine/r2engine.h"
+#include "client/r2client.h"
+
+// functions for viewing server browser
+
+ADD_SQFUNC("void", NSRequestServerList, "", "", ScriptContext::UI)
+{
+ g_pMasterServerManager->RequestServerList();
+ return SQRESULT_NULL;
+}
+
+ADD_SQFUNC("bool", NSIsRequestingServerList, "", "", ScriptContext::UI)
+{
+ g_pSquirrel<context>->pushbool(sqvm, g_pMasterServerManager->m_bScriptRequestingServerList);
+ return SQRESULT_NOTNULL;
+}
+
+ADD_SQFUNC("bool", NSMasterServerConnectionSuccessful, "", "", ScriptContext::UI)
+{
+ g_pSquirrel<context>->pushbool(sqvm, g_pMasterServerManager->m_bSuccessfullyConnected);
+ return SQRESULT_NOTNULL;
+}
+
+ADD_SQFUNC("int", NSGetServerCount, "", "", ScriptContext::UI)
+{
+ g_pSquirrel<context>->pushinteger(sqvm, g_pMasterServerManager->m_vRemoteServers.size());
+ return SQRESULT_NOTNULL;
+}
+
+ADD_SQFUNC("void", NSClearRecievedServerList, "", "", ScriptContext::UI)
+{
+ g_pMasterServerManager->ClearServerList();
+ return SQRESULT_NULL;
+}
+
+// functions for authenticating with servers
+
+ADD_SQFUNC("void", NSTryAuthWithServer, "int serverIndex, string password = ''", "", ScriptContext::UI)
+{
+ SQInteger serverIndex = g_pSquirrel<context>->getinteger(sqvm, 1);
+ const SQChar* password = g_pSquirrel<context>->getstring(sqvm, 2);
+
+ if (serverIndex >= g_pMasterServerManager->m_vRemoteServers.size())
+ {
+ g_pSquirrel<context>->raiseerror(
+ sqvm,
+ fmt::format(
+ "Tried to auth with server index {} when only {} servers are available",
+ serverIndex,
+ g_pMasterServerManager->m_vRemoteServers.size())
+ .c_str());
+ return SQRESULT_ERROR;
+ }
+
+ // send off persistent data first, don't worry about server/client stuff, since m_additionalPlayerData should only have entries when
+ // we're a local server note: this seems like it could create a race condition, test later
+ for (auto& pair : g_pServerAuthentication->m_PlayerAuthenticationData)
+ g_pServerAuthentication->WritePersistentData(pair.first);
+
+ // do auth
+ g_pMasterServerManager->AuthenticateWithServer(
+ g_pLocalPlayerUserID,
+ g_pMasterServerManager->m_sOwnClientAuthToken,
+ g_pMasterServerManager->m_vRemoteServers[serverIndex],
+ (char*)password);
+
+ return SQRESULT_NULL;
+}
+
+ADD_SQFUNC("bool", NSIsAuthenticatingWithServer, "", "", ScriptContext::UI)
+{
+ g_pSquirrel<context>->pushbool(sqvm, g_pMasterServerManager->m_bScriptAuthenticatingWithGameServer);
+ return SQRESULT_NOTNULL;
+}
+
+ADD_SQFUNC("bool", NSWasAuthSuccessful, "", "", ScriptContext::UI)
+{
+ g_pSquirrel<context>->pushbool(sqvm, g_pMasterServerManager->m_bSuccessfullyAuthenticatedWithGameServer);
+ return SQRESULT_NOTNULL;
+}
+
+ADD_SQFUNC("void", NSConnectToAuthedServer, "", "", ScriptContext::UI)
+{
+ if (!g_pMasterServerManager->m_bHasPendingConnectionInfo)
+ {
+ g_pSquirrel<context>->raiseerror(
+ sqvm, fmt::format("Tried to connect to authed server before any pending connection info was available").c_str());
+ return SQRESULT_ERROR;
+ }
+
+ RemoteServerConnectionInfo& info = g_pMasterServerManager->m_pendingConnectionInfo;
+
+ // set auth token, then try to connect
+ // i'm honestly not entirely sure how silentconnect works regarding ports and encryption so using connect for now
+ g_pCVar->FindVar("serverfilter")->SetValue(info.authToken);
+ Cbuf_AddText(
+ Cbuf_GetCurrentPlayer(),
+ fmt::format(
+ "connect {}.{}.{}.{}:{}",
+ info.ip.S_un.S_un_b.s_b1,
+ info.ip.S_un.S_un_b.s_b2,
+ info.ip.S_un.S_un_b.s_b3,
+ info.ip.S_un.S_un_b.s_b4,
+ info.port)
+ .c_str(),
+ cmd_source_t::kCommandSrcCode);
+
+ g_pMasterServerManager->m_bHasPendingConnectionInfo = false;
+ return SQRESULT_NULL;
+}
+
+ADD_SQFUNC("void", NSTryAuthWithLocalServer, "", "", ScriptContext::UI)
+{
+ // do auth request
+ g_pMasterServerManager->AuthenticateWithOwnServer(g_pLocalPlayerUserID, g_pMasterServerManager->m_sOwnClientAuthToken);
+
+ return SQRESULT_NULL;
+}
+
+ADD_SQFUNC("void", NSCompleteAuthWithLocalServer, "", "", ScriptContext::UI)
+{
+ // literally just set serverfilter
+ // note: this assumes we have no authdata other than our own
+ if (g_pServerAuthentication->m_RemoteAuthenticationData.size())
+ g_pCVar->FindVar("serverfilter")->SetValue(g_pServerAuthentication->m_RemoteAuthenticationData.begin()->first.c_str());
+
+ return SQRESULT_NULL;
+}
+
+ADD_SQFUNC("string", NSGetAuthFailReason, "", "", ScriptContext::UI)
+{
+ g_pSquirrel<context>->pushstring(sqvm, g_pMasterServerManager->m_sAuthFailureReason.c_str(), -1);
+ return SQRESULT_NOTNULL;
+}
+
+ADD_SQFUNC("array<ServerInfo>", NSGetGameServers, "", "", ScriptContext::UI)
+{
+ g_pSquirrel<context>->newarray(sqvm, 0);
+ for (size_t i = 0; i < g_pMasterServerManager->m_vRemoteServers.size(); i++)
+ {
+ const RemoteServerInfo& remoteServer = g_pMasterServerManager->m_vRemoteServers[i];
+
+ g_pSquirrel<context>->pushnewstructinstance(sqvm, 11);
+
+ // index
+ g_pSquirrel<context>->pushinteger(sqvm, i);
+ g_pSquirrel<context>->sealstructslot(sqvm, 0);
+
+ // id
+ g_pSquirrel<context>->pushstring(sqvm, remoteServer.id, -1);
+ g_pSquirrel<context>->sealstructslot(sqvm, 1);
+
+ // name
+ g_pSquirrel<context>->pushstring(sqvm, remoteServer.name, -1);
+ g_pSquirrel<context>->sealstructslot(sqvm, 2);
+
+ // description
+ g_pSquirrel<context>->pushstring(sqvm, remoteServer.description.c_str(), -1);
+ g_pSquirrel<context>->sealstructslot(sqvm, 3);
+
+ // map
+ g_pSquirrel<context>->pushstring(sqvm, remoteServer.map, -1);
+ g_pSquirrel<context>->sealstructslot(sqvm, 4);
+
+ // playlist
+ g_pSquirrel<context>->pushstring(sqvm, remoteServer.playlist, -1);
+ g_pSquirrel<context>->sealstructslot(sqvm, 5);
+
+ // playerCount
+ g_pSquirrel<context>->pushinteger(sqvm, remoteServer.playerCount);
+ g_pSquirrel<context>->sealstructslot(sqvm, 6);
+
+ // maxPlayerCount
+ g_pSquirrel<context>->pushinteger(sqvm, remoteServer.maxPlayers);
+ g_pSquirrel<context>->sealstructslot(sqvm, 7);
+
+ // requiresPassword
+ g_pSquirrel<context>->pushbool(sqvm, remoteServer.requiresPassword);
+ g_pSquirrel<context>->sealstructslot(sqvm, 8);
+
+ // region
+ g_pSquirrel<context>->pushstring(sqvm, remoteServer.region, -1);
+ g_pSquirrel<context>->sealstructslot(sqvm, 9);
+
+ // requiredMods
+ g_pSquirrel<context>->newarray(sqvm);
+ for (const RemoteModInfo& mod : remoteServer.requiredMods)
+ {
+ g_pSquirrel<context>->pushnewstructinstance(sqvm, 2);
+
+ // name
+ g_pSquirrel<context>->pushstring(sqvm, mod.Name.c_str(), -1);
+ g_pSquirrel<context>->sealstructslot(sqvm, 0);
+
+ // version
+ g_pSquirrel<context>->pushstring(sqvm, mod.Version.c_str(), -1);
+ g_pSquirrel<context>->sealstructslot(sqvm, 1);
+
+ g_pSquirrel<context>->arrayappend(sqvm, -2);
+ }
+ g_pSquirrel<context>->sealstructslot(sqvm, 10);
+
+ g_pSquirrel<context>->arrayappend(sqvm, -2);
+ }
+ return SQRESULT_NOTNULL;
+}