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#pragma once
#include "convar.h"
#include <WinSock2.h>
#include <string>
#include <cstring>
extern ConVar* Cvar_ns_masterserver_hostname;
extern ConVar* Cvar_ns_report_server_to_masterserver;
extern ConVar* Cvar_ns_report_sp_server_to_masterserver;
extern ConVar* Cvar_ns_server_name;
extern ConVar* Cvar_ns_server_desc;
extern ConVar* Cvar_ns_server_password;
extern ConVar* Cvar_ns_curl_log_enable;
extern ConVar* Cvar_hostname;
extern ConVar* Cvar_hostport;
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;
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;
std::string m_sUnicodeServerName; // Unicode unescaped version of Cvar_ns_auth_servername for support in cjk characters
std::string m_sUnicodeServerDesc; // Unicode unescaped version of Cvar_ns_auth_serverdesc for support in cjk characters
bool m_bOriginAuthWithMasterServerDone = false;
bool m_bOriginAuthWithMasterServerInProgress = false;
bool m_bRequireClientAuth = false;
bool m_bSavingPersistentData = false;
bool m_bScriptRequestingServerList = false;
bool m_bSuccessfullyConnected = true;
bool m_bNewgameAfterSelfAuth = false;
bool m_bScriptAuthenticatingWithGameServer = false;
bool m_bSuccessfullyAuthenticatedWithGameServer = false;
bool m_bHasPendingConnectionInfo = false;
RemoteServerConnectionInfo m_pendingConnectionInfo;
std::vector<RemoteServerInfo> m_vRemoteServers;
bool m_bHasMainMenuPromoData = false;
MainMenuPromoData m_sMainMenuPromoData;
private:
void SetCommonHttpClientOptions(CURL* curl);
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, const char* serverId, const char* password);
void AddSelfToServerList(
int port,
int authPort,
const char* name,
const char* description,
const char* map,
const char* playlist,
int maxPlayers,
const char* password);
void UpdateServerMapAndPlaylist(const char* map, const char* playlist, int playerCount);
void UpdateServerPlayerCount(int playerCount);
void WritePlayerPersistentData(const char* playerId, const char* pdata, size_t pdataSize);
void RemoveSelfFromServerList();
};
std::string unescape_unicode(const std::string& str);
extern MasterServerManager* g_MasterServerManager;
extern ConVar* Cvar_ns_masterserver_hostname;
extern ConVar* Cvar_ns_server_password;
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