//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef CREATEMULTIPLAYERGAMESERVERPAGE_H #define CREATEMULTIPLAYERGAMESERVERPAGE_H #ifdef _WIN32 #pragma once #endif #include #include #include //----------------------------------------------------------------------------- // Purpose: Data describing a single server //----------------------------------------------------------------------------- struct serveritem_t { serveritem_t() { pings[0] = 0; pings[1] = 0; pings[2] = 0; } unsigned char ip[4]; int port; int received; float time; int ping; // current ping time, derived from pings[] int pings[3]; // last 3 ping times bool hadSuccessfulResponse; // server has responded successfully in the past bool doNotRefresh; // server is marked as not responding and should no longer be refreshed char gameDir[32]; // current game directory char map[32]; // current map char gameDescription[64]; // game description char name[64]; // server name int players; int maxPlayers; int botPlayers; bool proxy; bool password; bool secure; bool loadedFromFile; // true if this entry was loaded from file rather than comming from the master unsigned int serverID; int listEntryID; char rconPassword[64]; // the rcon password for this server }; //----------------------------------------------------------------------------- // Purpose: server options page of the create game server dialog //----------------------------------------------------------------------------- class CCreateMultiplayerGameServerPage : public vgui::Frame { DECLARE_CLASS_SIMPLE( CCreateMultiplayerGameServerPage, vgui::Frame ); public: CCreateMultiplayerGameServerPage(vgui::Panel *parent, const char *name); ~CCreateMultiplayerGameServerPage(); // returns currently entered information about the server int GetMaxPlayers() { return m_iMaxPlayers; } const char *GetPassword() { return m_szPassword; } const char *GetHostName() { return m_szHostName; } const char *GetMapName(); const char *GetModName() { return m_szMod; } const char *GetGameName() { return m_szGameName; } void LoadMapList(); int LoadMaps( const char *pszMod ); virtual void OnCommand(const char *cmd); virtual void OnResetData(); void GetServer(serveritem_t &s); const char *GetRconPassword(); private: enum { MAX_PLAYERS = 32 }; enum { DATA_STR_LENGTH = 64 }; void LoadConfig(); void SaveConfig(); void SetConfig(const char *serverName, const char *rconPassword, int maxPlayers, const char *map, const char *mod, int network, int secure, int port); bool LaunchOldDedicatedServer( KeyValues *pGameInfo ); //void OnCommand(const char *text); void LoadMODList(); void LoadModListInDirectory( const char *pDirectoryName ); void LoadPossibleMod( const char *pGameDirName ); void AddMod( const char *pGameDirName, const char *pGameInfoFilename, KeyValues *pGameInfo ); bool BadRconChars(const char *pass); vgui::ComboBox *m_pGameCombo; vgui::ComboBox *m_pMapList; vgui::ComboBox *m_pNumPlayers; vgui::ComboBox *m_pNetworkCombo; vgui::Button *m_pStartServerButton; vgui::Button *m_pCancelButton; vgui::CheckButton *m_pSecureCheck; MESSAGE_FUNC_PTR( OnTextChanged, "TextChanged", panel ); serveritem_t m_iServer; char m_szHostName[DATA_STR_LENGTH]; char m_szPassword[DATA_STR_LENGTH]; char m_szMapName[DATA_STR_LENGTH]; char m_szMod[DATA_STR_LENGTH]; char m_szGameName[DATA_STR_LENGTH]; char m_szExtra[DATA_STR_LENGTH*2]; int m_iMaxPlayers; int m_iPort; vgui::Panel *m_MainPanel; KeyValues *m_pSavedData; // data to save away KeyValues *m_pGameInfo; }; #endif // CREATEMULTIPLAYERGAMESERVERPAGE_H