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#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;
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