#pragma once #include "convar.h" #include <WinSock2.h> 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]; 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, int newPlayerCount, int newMaxPlayers, bool newRequiresPassword); }; struct RemoteServerConnectionInfo { public: char authToken[32]; in_addr ip; int 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_requestingServerList = false; bool m_authenticatingWithGameServer = false; public: char m_ownServerId[33]; char m_ownClientAuthToken[33]; bool m_bOriginAuthWithMasterServerDone = false; bool m_bOriginAuthWithMasterServerInProgress = false; bool m_bRequireClientAuth = false; bool m_savingPersistentData = false; bool m_scriptRequestingServerList = false; bool m_successfullyConnected = true; bool m_bNewgameAfterSelfAuth = false; bool m_scriptAuthenticatingWithGameServer = false; bool m_successfullyAuthenticatedWithGameServer = false; bool m_hasPendingConnectionInfo = false; RemoteServerConnectionInfo m_pendingConnectionInfo; std::vector<RemoteServerInfo> m_remoteServers; bool m_bHasMainMenuPromoData = false; MainMenuPromoData m_MainMenuPromoData; public: void ClearServerList(); void RequestServerList(); void RequestMainMenuPromos(); void AuthenticateOriginWithMasterServer(char* uid, char* originToken); void AuthenticateWithOwnServer(char* uid, char* playerToken); void AuthenticateWithServer(char* uid, char* playerToken, char* serverId, char* password); void AddSelfToServerList(int port, int authPort, char* name, char* description, char* map, char* playlist, int maxPlayers, char* password); void UpdateServerMapAndPlaylist(char* map, char* playlist, int playerCount); void UpdateServerPlayerCount(int playerCount); void WritePlayerPersistentData(char* playerId, char* pdata, size_t pdataSize); void RemoveSelfFromServerList(); }; void InitialiseSharedMasterServer(HMODULE baseAddress); extern MasterServerManager* g_MasterServerManager; extern ConVar* Cvar_ns_masterserver_hostname;