ddnet/src/engine/serverbrowser.h
heinrich5991 9002c9f9a2 Allow pinging favorites directly, leaking your IP address
This is on by default for favorites added in the LAN tab, otherwise off.
2021-05-14 01:01:09 +02:00

176 lines
4.3 KiB
C++

/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
#ifndef ENGINE_SERVERBROWSER_H
#define ENGINE_SERVERBROWSER_H
#include <engine/map.h>
#include <engine/shared/protocol.h>
#include <game/client/ui.h>
#include "kernel.h"
#define DDNET_INFO "ddnet-info.json"
class CServerInfo
{
public:
enum
{
LOC_UNKNOWN = 0,
LOC_AFRICA,
LOC_ASIA,
LOC_AUSTRALIA,
LOC_EUROPE,
LOC_NORTH_AMERICA,
LOC_SOUTH_AMERICA,
// Special case China because it has an exceptionally bad
// connection to the outside due to the Great Firewall of
// China:
// https://en.wikipedia.org/w/index.php?title=Great_Firewall&oldid=1019589632
LOC_CHINA,
NUM_LOCS,
};
class CClient
{
public:
char m_aName[MAX_NAME_LENGTH];
char m_aClan[MAX_CLAN_LENGTH];
int m_Country;
int m_Score;
bool m_Player;
int m_FriendState;
};
int m_ServerIndex;
int m_Type;
uint64 m_ReceivedPackets;
int m_NumReceivedClients;
NETADDR m_NetAddr;
int m_QuickSearchHit;
int m_FriendState;
int m_MaxClients;
int m_NumClients;
int m_MaxPlayers;
int m_NumPlayers;
int m_Flags;
bool m_Favorite;
bool m_Official;
int m_Location;
bool m_LatencyIsEstimated;
int m_Latency; // in ms
int m_HasRank;
char m_aGameType[16];
char m_aName[64];
char m_aMap[MAX_MAP_LENGTH];
int m_MapCrc;
int m_MapSize;
char m_aVersion[32];
char m_aAddress[NETADDR_MAXSTRSIZE];
CClient m_aClients[MAX_CLIENTS];
mutable int m_NumFilteredPlayers;
mutable CUIElement *m_pUIElement;
static int EstimateLatency(int Loc1, int Loc2);
static bool ParseLocation(int *pResult, const char *pString);
};
bool IsVanilla(const CServerInfo *pInfo);
bool IsCatch(const CServerInfo *pInfo);
bool IsInsta(const CServerInfo *pInfo);
bool IsFNG(const CServerInfo *pInfo);
bool IsRace(const CServerInfo *pInfo);
bool IsFastCap(const CServerInfo *pInfo);
bool IsDDRace(const CServerInfo *pInfo);
bool IsDDNet(const CServerInfo *pInfo);
bool IsBlockWorlds(const CServerInfo *pInfo);
bool IsCity(const CServerInfo *pInfo);
bool Is64Player(const CServerInfo *pInfo);
bool IsPlus(const CServerInfo *pInfo);
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_NUMPLAYERS - Sort after how many players there are on the server.
*/
enum
{
SORT_NAME = 0,
SORT_PING,
SORT_MAP,
SORT_GAMETYPE,
SORT_NUMPLAYERS,
QUICK_SERVERNAME = 1,
QUICK_PLAYER = 2,
QUICK_MAPNAME = 4,
TYPE_NONE = 0,
TYPE_INTERNET = 1,
TYPE_LAN = 2,
TYPE_FAVORITES = 3,
TYPE_DDNET = 4,
TYPE_KOG = 5,
SET_MASTER_ADD = 1,
SET_FAV_ADD,
SET_DDNET_ADD,
SET_KOG_ADD,
SET_TOKEN,
SET_HTTPINFO,
NETWORK_DDNET = 0,
NETWORK_KOG = 1,
NUM_NETWORKS,
};
virtual void Refresh(int Type) = 0;
virtual bool IsGettingServerlist() const = 0;
virtual bool IsRefreshing() const = 0;
virtual int LoadingProgression() const = 0;
virtual int NumServers() const = 0;
virtual int Players(const CServerInfo &Item) const = 0;
virtual int Max(const CServerInfo &Item) const = 0;
virtual int NumSortedServers() const = 0;
virtual const CServerInfo *SortedGet(int Index) const = 0;
virtual bool GotInfo(const NETADDR &Addr) const = 0;
virtual bool IsFavorite(const NETADDR &Addr) const = 0;
virtual bool IsFavoritePingAllowed(const NETADDR &Addr) const = 0;
virtual void AddFavorite(const NETADDR &Addr) = 0;
virtual void FavoriteAllowPing(const NETADDR &Addr, bool AllowPing) = 0;
virtual void RemoveFavorite(const NETADDR &Addr) = 0;
virtual int NumCountries(int Network) = 0;
virtual int GetCountryFlag(int Network, int Index) = 0;
virtual const char *GetCountryName(int Network, int Index) = 0;
virtual int NumTypes(int Network) = 0;
virtual const char *GetType(int Network, int Index) = 0;
virtual void DDNetFilterAdd(char *pFilter, const char *pName) = 0;
virtual void DDNetFilterRem(char *pFilter, const char *pName) = 0;
virtual bool DDNetFiltered(char *pFilter, const char *pName) = 0;
virtual void CountryFilterClean(int Network) = 0;
virtual void TypeFilterClean(int Network) = 0;
virtual int GetCurrentType() = 0;
};
#endif