#ifndef ENGINE_SERVERBROWSER_H #define ENGINE_SERVERBROWSER_H #include "kernel.h" /* Structure: CServerInfo */ class CServerInfo { public: /* Structure: CInfoPlayer */ class CPlayer { public: char m_aName[48]; int m_Score; } ; int m_SortedIndex; int m_ServerIndex; NETADDR m_NetAddr; int m_QuickSearchHit; int m_Progression; int m_MaxPlayers; int m_NumPlayers; int m_Flags; int m_Favorite; int m_Latency; // in ms char m_aGameType[16]; char m_aName[64]; char m_aMap[32]; char m_aVersion[32]; char m_aAddress[24]; CPlayer m_aPlayers[16]; }; class IServerBrowser : public IInterface { MACRO_INTERFACE("serverbrowser", 0) public: /* Constants: Server Browser Sorting SORT_NAME - Sort by name. SORT_PING - Sort by ping. SORT_MAP - Sort by map SORT_GAMETYPE - Sort by game type. DM, TDM etc. SORT_PROGRESSION - Sort by progression. SORT_NUMPLAYERS - Sort after how many players there are on the server. */ enum{ SORT_NAME = 0, SORT_PING, SORT_MAP, SORT_GAMETYPE, SORT_PROGRESSION, SORT_NUMPLAYERS, QUICK_SERVERNAME=1, QUICK_PLAYERNAME=2, QUICK_MAPNAME=4, TYPE_INTERNET = 0, TYPE_LAN = 1, TYPE_FAVORITES = 2, // TODO: clean this up SET_MASTER_ADD=1, SET_FAV_ADD, SET_TOKEN, SET_OLD_INTERNET, SET_OLD_LAN }; virtual void Refresh(int Type) = 0; virtual bool IsRefreshingMasters() const = 0; virtual int LoadingProgression() const = 0; virtual int NumServers() const = 0; virtual int NumSortedServers() const = 0; virtual const CServerInfo *SortedGet(int Index) const = 0; virtual bool IsFavorite(const NETADDR &Addr) const = 0; virtual void AddFavorite(const NETADDR &Addr) = 0; virtual void RemoveFavorite(const NETADDR &Addr) = 0; }; #endif