This commit is contained in:
nephacks
2025-06-04 03:22:50 +02:00
parent f234f23848
commit f12416cffd
14243 changed files with 6446499 additions and 26 deletions

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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifdef _WIN32
#include <stdio.h>
#include "steam.h"
#include "CreateMultiplayerGameServerPage.h"
#include <Winsock2.h>
using namespace vgui;
#include <vgui_controls/Controls.h>
#include <keyvalues.h>
#include <vgui_controls/ListPanel.h>
#include <vgui_controls/ComboBox.h>
#include <vgui_controls/MessageBox.h>
#include <vgui_controls/CheckButton.h>
#include <vgui/IVGui.h>
#include <OfflineMode.h>
#include "filesystem.h"
#include "mainpanel.h"
#include "tier0/icommandline.h"
#include "netapi.h"
// for SRC
#include <vstdlib/random.h>
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//#define ALLOW_OLD_ENGINE_GAMES
// filesystem_steam.cpp implements this useful function - mount all the caches for a given app ID.
extern void MountDependencies( int iAppId, CUtlVector<unsigned int> &depList );
bool IsEp1EraAppID( int iSteamAppId )
{
return iSteamAppId == 211 || iSteamAppId == 215;
}
// Checks the liblist.gam file for a "fallback_dir"
const char *GetLiblistFallbackDir( const char *pszGameDir )
{
static char szFallback[512];
char szTemp[512];
szFallback[0] = 0;
_snprintf( szTemp, sizeof(szTemp) - 1, "%s\\liblist.gam", pszGameDir );
g_pFullFileSystem->GetLocalCopy( szTemp );
FileHandle_t hFile = g_pFullFileSystem->Open( szTemp, "rt" );
if ( hFile )
{
char szLine[512];
// look for the line starting with 'fallback_dir'
while ( !g_pFullFileSystem->EndOfFile( hFile ) )
{
// get a single line
szLine[0] = 0;
g_pFullFileSystem->ReadLine( szLine, sizeof(szLine) - 1, hFile );
szLine[sizeof(szLine) - 1] = 0;
if ( !strnicmp( szLine, "fallback_dir", 12 ) )
{
// we got the line, get the value between the quotes
char *start = strchr( szLine, '\"' );
if ( !start )
{
break;
}
char *end = strchr( start + 1, '\"' );
if ( !end )
{
break;
}
// copy out between start and end
int bytesToCopy = end - start - 1;
if ( bytesToCopy >= sizeof(szFallback) - 1 )
{
bytesToCopy = sizeof(szFallback) - 1;
break;
}
if ( bytesToCopy > 0 )
{
strncpy( szFallback, start + 1, bytesToCopy );
szFallback[bytesToCopy] = 0;
}
}
}
g_pFullFileSystem->Close( hFile );
}
return szFallback;
}
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CCreateMultiplayerGameServerPage::CCreateMultiplayerGameServerPage(vgui::Panel *parent, const char *name) : Frame(parent, name)
{
memset(&m_iServer,0x0,sizeof(serveritem_t));
m_MainPanel = parent; // as we are a popup frame we need to store this seperately
m_pSavedData = NULL;
m_pGameInfo = NULL;
SetMinimumSize(310, 350);
SetSize(310, 350);
SetSizeable(false);
SetTitle("#Start_Server_Title",true);
m_pMapList = new ComboBox(this, "MapList",10,false);
m_pMapList->SetEnabled(false); // a mod needs to be chosen first to populate the map list
m_pMapList->SetEditable(false);
m_pNetworkCombo = new ComboBox(this, "NetworkCombo",10,false);
int defaultItem = m_pNetworkCombo->AddItem("#Internet", NULL);
int lanItem = m_pNetworkCombo->AddItem("#LAN", NULL);
if ( CommandLine()->CheckParm("-steam") && IsSteamInOfflineMode() )
{
defaultItem = lanItem;
}
m_pNetworkCombo->ActivateItem(defaultItem);
m_pNumPlayers = new ComboBox(this, "NumPlayers",10,false);
char num[3];
int i;
for( i = 1 ; i <= MAX_PLAYERS ; i++ )
{
_snprintf(num, 3, "%i", i);
m_pNumPlayers->AddItem(num, NULL);
}
m_pNumPlayers->ActivateItemByRow(23); // 24 players by default
m_pGameCombo = new ComboBox(this,"MODCombo", 10, false);
m_pStartServerButton = new Button(this, "StartButton", "#Start_Server_Button");
m_pStartServerButton->SetCommand("start");
m_pCancelButton = new Button(this, "CancelButton", "#Start_Server_Cancel");
m_pCancelButton->SetCommand("cancel");
m_pSecureCheck = new CheckButton(this, "SecureCheck", "#Start_Server_Secure");
m_pSecureCheck->SetSelected(true);
LoadControlSettingsAndUserConfig("Admin/CreateMultiplayerGameServerPage.res");
// load some defaults into the controls
SetControlString("ServerNameEdit", "Half-Life dedicated server");
Q_strncpy(m_szGameName, "Half-Life", sizeof(m_szGameName));
LoadMODList();
m_pGameCombo->RequestFocus();
// get default port from commandline if possible
m_iPort = 27015;
const char *portVal = NULL;
if (CommandLine()->CheckParm("-port", &portVal) && portVal && atoi(portVal) > 0)
{
m_iPort = atoi(portVal);
}
SetControlInt("PortEdit", m_iPort);
LoadConfig();
m_szMapName[0] = 0;
m_szHostName[0] = 0;
m_szPassword[0] = 0;
m_iMaxPlayers = 24;
if ( CommandLine()->CheckParm("-steam") && IsSteamInOfflineMode() )
{
m_pNetworkCombo->SetEnabled( false );
}
SetVisible(true);
if ( CommandLine()->CheckParm("-steam") && IsSteamInOfflineMode() )
{
MessageBox *box = new vgui::MessageBox( "#Start_Server_Offline_Title", "#Start_Server_Offline_Warning" );
box->DoModal();
}
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CCreateMultiplayerGameServerPage::~CCreateMultiplayerGameServerPage()
{
SaveConfig();
if (m_pSavedData)
{
m_pSavedData->deleteThis();
m_pSavedData = NULL;
}
if ( m_pGameInfo )
{
m_pGameInfo->deleteThis();
m_pGameInfo = NULL;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCreateMultiplayerGameServerPage::OnResetData()
{
m_pGameCombo->SetEnabled(true);
}
//-----------------------------------------------------------------------------
// Purpose: loads settings from a config file
//-----------------------------------------------------------------------------
void CCreateMultiplayerGameServerPage::LoadConfig()
{
// free any old filters
if (m_pSavedData)
{
m_pSavedData->deleteThis();
}
m_pSavedData = new KeyValues ("Server");
if (!m_pSavedData->LoadFromFile(g_pFullFileSystem, "Server.vdf", "CONFIG"))
{
// file not successfully loaded
}
else
{
if (m_pSavedData->FindKey("RconPassword", false))
{
const char *password = m_pSavedData->GetString("RconPassword", "");
if (strlen(password)>0)
{
SetControlString("RCONPasswordEdit", password);
}
}
if (m_pSavedData->FindKey("MaxPlayers", false))
{
int maxPlayers = m_pSavedData->GetInt("MaxPlayers", -1);
if (maxPlayers > 0 && maxPlayers <= 32)
{
m_pNumPlayers->ActivateItemByRow(maxPlayers - 1);
}
}
if (m_pSavedData->FindKey("MOD", false))
{
const char *mod = m_pSavedData->GetString("MOD", "");
if (strlen(mod) > 0)
{
// look for the item in the dropdown
m_szMod[0] = 0;
for (int i = 0; i < m_pGameCombo->GetItemCount(); i++)
{
if (!m_pGameCombo->IsItemIDValid(i))
continue;
if (!stricmp(m_pGameCombo->GetItemUserData(i)->GetString("gamedir"), mod))
{
// item found in list, activate
m_pGameCombo->ActivateItem(i);
break;
}
}
}
}
if (m_pSavedData->FindKey("Map", false))
{
const char *map = m_pSavedData->GetString("Map", "");
if (strlen(map) > 0)
{
SetControlString("MapList", map);
}
}
if (m_pSavedData->FindKey("Network", false))
{
int nwIndex = m_pSavedData->GetInt("Network");
if (nwIndex > 0 && nwIndex < 2)
{
m_pNetworkCombo->ActivateItemByRow(nwIndex);
}
}
if (m_pSavedData->FindKey("Secure", false))
{
bool secure = m_pSavedData->GetBool("Secure");
m_pSecureCheck->SetSelected(secure);
}
if (m_pSavedData->FindKey("ServerName", false))
{
const char *serverName = m_pSavedData->GetString("ServerName","");
if (strlen(serverName) > 0)
{
SetControlString("ServerNameEdit", serverName);
}
}
m_iPort = m_pSavedData->GetInt("Port", m_iPort);
SetControlInt("PortEdit", m_iPort);
}
}
//-----------------------------------------------------------------------------
// Purpose: data accessor
//-----------------------------------------------------------------------------
void CCreateMultiplayerGameServerPage::SetConfig(const char *serverName, const char *rconPassword, int maxPlayers, const char *mod, const char *map, int network, int secure, int port)
{
m_pSavedData->SetInt("MaxPlayers", maxPlayers);
m_pSavedData->SetString("RconPassword", rconPassword);
m_pSavedData->SetString("ServerName", serverName);
m_pSavedData->SetString("MOD", mod);
m_pSavedData->SetString("Map", map);
m_pSavedData->SetInt("Secure", secure);
m_pSavedData->SetInt("Network", network);
m_pSavedData->SetInt("Port", port);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCreateMultiplayerGameServerPage::SaveConfig()
{
m_pSavedData->SaveToFile(g_pFullFileSystem, "Server.vdf", "CONFIG");
}
//-----------------------------------------------------------------------------
// Purpose: returns true if one of the characters in the string is not a valid alpha numeric character
//-----------------------------------------------------------------------------
bool CCreateMultiplayerGameServerPage::BadRconChars(const char *pass)
{
bool bad = false;
for(unsigned int i=0;i<strlen(pass);i++)
{
bad |= !( V_isalnum(pass[i]) ? true : false );
}
return bad;
}
const char *ToString( int val )
{
static char text[256];
Q_snprintf( text, sizeof(text), "%i", val );
return text;
}
//-----------------------------------------------------------------------------
// Purpose: called to get the info from the dialog
//-----------------------------------------------------------------------------
void CCreateMultiplayerGameServerPage::OnCommand(const char *cmd)
{
char cvars[1024];
int secure = GetControlInt("SecureCheck", 1);
m_pNumPlayers->GetText(cvars, 1024);
m_iMaxPlayers = atoi(cvars);
V_strcpy_safe(m_szHostName, GetControlString("ServerNameEdit", ""));
V_strcpy_safe(m_szPassword, GetControlString("RCONPasswordEdit", ""));
m_iPort = GetControlInt("PortEdit", 27015);
if (!stricmp(cmd, "cancel"))
{
vgui::ivgui()->PostMessage( m_MainPanel->GetVPanel(), new KeyValues("Quit"), NULL);
Close();
}
else if (!stricmp(cmd, "start"))
{
// save our current settings
SetConfig(m_szHostName, m_szPassword, m_iMaxPlayers, m_szMod, GetMapName(), m_pNetworkCombo->GetActiveItem() != 0, secure, m_iPort);
SaveConfig();
// create the command to execute
bool isLanOnly = (m_pNetworkCombo->GetActiveItem() != 0);
CommandLine()->AppendParm("-game", m_szMod);
CommandLine()->AppendParm("-maxplayers", ToString(m_iMaxPlayers));
CommandLine()->AppendParm("+sv_lan", ToString(isLanOnly));
CommandLine()->AppendParm("+map", GetMapName());
CommandLine()->AppendParm("-port", ToString(m_iPort));
if (!secure) // if they don't want it secure...
{
CommandLine()->AppendParm("-insecure", "");
}
// strncpy(m_szPassword, GetControlString("RCONPasswordEdit", ""), DATA_STR_LENGTH);
if (strlen(m_szPassword) < 3 || BadRconChars(m_szPassword))
{
MessageBox *dlg = new MessageBox("#Start_Server_RCON_Error_Title", "#Start_Server_RCON_Error");
dlg->DoModal();
}
else
{
_snprintf(cvars, 1024, "rcon_password \"%s\"\nsetmaster enable\nhostname \"%s\"\n", m_szPassword, m_szHostName);
m_pGameCombo->SetEnabled(false);
m_pNumPlayers->SetEnabled(false);
netadr_t local;
net->GetLocalIP(&local);
local.port = ::htons(m_iPort);
for (int i = 0; i < 4; i++)
{
m_iServer.ip[i] = local.ip[i];
}
m_iServer.port = (local.port & 0xff) << 8 | (local.port & 0xff00) >> 8;;
V_strcpy_safe(m_iServer.name, m_szHostName);
V_strcpy_safe(m_iServer.map, GetMapName());
V_strcpy_safe(m_iServer.gameDir, m_szMod);
m_iServer.maxPlayers = m_iMaxPlayers;
SetVisible(false);
// mount the caches
KeyValues *gameData = m_pGameCombo->GetActiveItemUserData();
if (CommandLine()->CheckParm("-steam"))
{
if (gameData)
{
KeyValues *pFileSystem = gameData->FindKey( "FileSystem" );
if ( !pFileSystem )
Error( "Game %s missing FileSystem key.", gameData->GetString( "game" ) );
// Mods just specify their app ID (CS, HL2, HL2MP, etc), and it mounts all the necessary caches.
int iAppId = pFileSystem->GetInt( "SteamAppId" );
if ( iAppId )
{
CUtlVector<unsigned int> depList;
MountDependencies( iAppId, depList );
char gameinfoFilename[MAX_PATH];
Q_snprintf( gameinfoFilename, sizeof( gameinfoFilename ), "%s\\gameinfo.txt", m_iServer.gameDir );
g_pFullFileSystem->GetLocalCopy( gameinfoFilename );
}
}
}
// Launch the old dedicated server if necessary.
if ( LaunchOldDedicatedServer( gameData ) )
{
vgui::ivgui()->PostMessage( m_MainPanel->GetVPanel(), new KeyValues("Quit"), NULL);
Close();
}
CMainPanel::GetInstance()->StartServer(cvars);
}
}
}
bool CCreateMultiplayerGameServerPage::LaunchOldDedicatedServer( KeyValues *pGameInfo )
{
#if defined( ALLOW_OLD_ENGINE_GAMES )
// Validate the gameinfo.txt format..
KeyValues *pSub = pGameInfo->FindKey( "FileSystem" );
if ( pSub )
{
int iSteamAppId = pSub->GetInt( "SteamAppId", -1 );
if ( iSteamAppId != -1 )
{
if ( IsEp1EraAppID( iSteamAppId ) )
{
// Old-skool app. Launch the old dedicated server.
char steamDir[MAX_PATH];
if ( !system()->GetRegistryString( "HKEY_CURRENT_USER\\Software\\Valve\\Steam\\SteamPath", steamDir, sizeof( steamDir ) ) )
Error( "LaunchOldDedicatedServer: can't get SteamPath." );
V_FixSlashes( steamDir );
V_AppendSlash( steamDir, sizeof( steamDir ) );
char commandLine[1024 * 4];
commandLine[0] = 0;
V_snprintf( commandLine, sizeof( commandLine ), "\"%ssteam.exe\" -applaunch 205 -HiddenLaunch", steamDir );
// Feed it all the parameters chosen in the UI so it doesn't redisplay the UI.
STARTUPINFO si;
memset( &si, 0, sizeof( si ) );
si.cb = sizeof( si );
PROCESS_INFORMATION pi;
if ( !CreateProcess( NULL, commandLine, NULL, NULL, false, 0, NULL, steamDir, &si, &pi ) )
{
Error( "LaunchOldDedicatedServer: Unable to launch old srcds." );
}
return true;
}
}
}
#endif
return false;
}
//-----------------------------------------------------------------------------
// Purpose: loads the list of available maps into the map list
//-----------------------------------------------------------------------------
void CCreateMultiplayerGameServerPage::LoadMODList()
{
m_pGameCombo->DeleteAllItems();
// add steam games
if (CommandLine()->CheckParm("-steam"))
{
const char *pSteamGamesFilename = "hlds_steamgames.vdf";
KeyValues *gamesFile = new KeyValues( pSteamGamesFilename );
if ( gamesFile->LoadFromFile( g_pFullFileSystem, pSteamGamesFilename, NULL ) )
{
for ( KeyValues *kv = gamesFile->GetFirstSubKey(); kv != NULL; kv = kv->GetNextKey() )
{
const char *pGameDir = kv->GetString( "gamedir", NULL );
if ( !pGameDir )
Error( "Mod %s in %s missing 'gamedir'.", kv->GetName(), pSteamGamesFilename );
AddMod( pGameDir, pSteamGamesFilename, kv );
}
}
gamesFile->deleteThis();
gamesFile = NULL;
}
// For backward compatibility, check inside the dedicated server's own directory for mods.
LoadModListInDirectory( "." );
// Also, check in SourceMods.
char sourceModsDir[MAX_PATH];
if ( system()->GetRegistryString( "HKEY_CURRENT_USER\\Software\\Valve\\Steam\\SourceModInstallPath", sourceModsDir, sizeof( sourceModsDir ) ) )
LoadModListInDirectory( sourceModsDir );
m_pGameCombo->ActivateItem(0);
}
void CCreateMultiplayerGameServerPage::LoadModListInDirectory( const char *pDirectoryName )
{
char searchString[MAX_PATH*2];
Q_strncpy( searchString, pDirectoryName, sizeof( searchString ) );
Q_AppendSlash( searchString, sizeof( searchString ) );
Q_strncat( searchString, "*.*", sizeof( searchString ), COPY_ALL_CHARACTERS );
FileFindHandle_t findHandle = NULL;
const char *filename = g_pFullFileSystem->FindFirst( searchString, &findHandle );
while ( filename )
{
// add to the mod list
if (filename[0] != '.' && g_pFullFileSystem->FindIsDirectory(findHandle))
{
char fullFilename[MAX_PATH];
if ( Q_stricmp( pDirectoryName, "." ) == 0 )
{
// If we don't do this, then the games in hlds_steamgames.vdf will get listed twice
// since their gamedir is listed as "cstrike" and "hl2mp", not ".\cstrike" or ".\hl2mp".
Q_strncpy( fullFilename, filename, sizeof( fullFilename ) );
}
else
{
Q_strncpy( fullFilename, pDirectoryName, sizeof( fullFilename ) );
Q_AppendSlash( fullFilename, sizeof( fullFilename ) );
Q_strncat( fullFilename, filename, sizeof( fullFilename ), COPY_ALL_CHARACTERS );
}
LoadPossibleMod( fullFilename );
}
filename = g_pFullFileSystem->FindNext(findHandle);
}
g_pFullFileSystem->FindClose(findHandle);
}
void CCreateMultiplayerGameServerPage::LoadPossibleMod( const char *pGameDirName )
{
char gameInfoFilename[1024];
Q_snprintf(gameInfoFilename, sizeof(gameInfoFilename) - 1, "%s\\gameinfo.txt", pGameDirName);
if ( !g_pFullFileSystem->FileExists(gameInfoFilename) )
return;
// don't want to add single player games to the list
KeyValues *pGameInfo = new KeyValues( "GameInfo" );
bool loadedFile = pGameInfo->LoadFromFile( g_pFullFileSystem, gameInfoFilename );
if ( !loadedFile )
return;
AddMod( pGameDirName, gameInfoFilename, pGameInfo );
pGameInfo->deleteThis();
pGameInfo = NULL;
}
void CCreateMultiplayerGameServerPage::AddMod( const char *pGameDirName, const char *pGameInfoFilename, KeyValues *pGameInfo )
{
// Don't re-add something with the same gamedir name (this can happen with games listed in hlds_steamgames.vdf,
// since after the first time a game is run, it'll also have a gameinfo.txt that will be found).
for ( int i=0; i < m_pGameCombo->GetItemCount(); i++ )
{
if ( !m_pGameCombo->IsItemIDValid(i) )
continue;
if ( Q_stricmp( m_pGameCombo->GetItemUserData(i)->GetString("gamedir"), pGameDirName ) == 0 )
return;
}
// If this mod supports multiplayer, then we'll add it.
const char *gameType = pGameInfo->GetString( "type", "singleplayer_only" );
if ( Q_stricmp(gameType, "singleplayer_only") != 0 )
{
// Validate the gameinfo.txt format..
KeyValues *pSub = pGameInfo->FindKey( "FileSystem" );
if ( !pSub )
Error( "%s missing FileSystem key.", pGameInfoFilename );
int iSteamAppId = pSub->GetInt( "SteamAppId", -1 );
if ( iSteamAppId == -1 )
Error( "%s missing FileSystem\\SteamAppId key.", pGameInfoFilename );
#if !defined( ALLOW_OLD_ENGINE_GAMES )
// If we're not supporting old games in here and its appid is old, forget about it.
if ( IsEp1EraAppID( iSteamAppId ) )
return;
#endif
const char *gameName = pGameInfo->GetString( "game", NULL );
if ( !gameName )
Error( "%s missing 'game' key.", pGameInfoFilename );
// add to drop-down combo and mod list
KeyValues *kv = pGameInfo->MakeCopy();
kv->SetString( "gamedir", pGameDirName );
m_pGameCombo->AddItem( gameName, kv );
kv->deleteThis();
kv = NULL;
}
}
//-----------------------------------------------------------------------------
// Purpose: loads the list of available maps for the given path into the map list
// Returns: number of maps loaded into the list
//-----------------------------------------------------------------------------
int CCreateMultiplayerGameServerPage::LoadMaps( const char *pszMod )
{
// iterate the filesystem getting the list of all the files
// UNDONE: steam wants this done in a special way, need to support that
FileFindHandle_t findHandle = NULL;
char szSearch[256];
sprintf( szSearch, "%s/maps/*.bsp", pszMod );
int iMapsFound = 0;
const char *pszFilename = g_pFullFileSystem->FindFirst( szSearch, &findHandle );
KeyValues *hiddenMaps = NULL;
if ( m_pGameInfo )
{
hiddenMaps = m_pGameInfo->FindKey( "hidden_maps" );
}
while ( pszFilename )
{
// remove the text 'maps/' and '.bsp' from the file name to get the map name
char mapname[256];
const char *str = strstr( pszFilename, "maps" );
if ( str )
{
V_strcpy_safe( mapname, str + 5 ); // maps + \\ = 5
}
else
{
V_strcpy_safe( mapname, pszFilename );
}
char *ext = strstr( mapname, ".bsp" );
if ( ext )
{
*ext = 0;
}
//!! hack: strip out single player HL maps
// this needs to be specified in a seperate file
if ( ( mapname[0] == 'c' || mapname[0] == 't' ) && mapname[2] == 'a' && mapname[1] >= '0' && mapname[1] <= '5' )
{
goto nextFile;
}
// strip out maps that shouldn't be displayed
if ( hiddenMaps )
{
if ( hiddenMaps->GetInt( mapname, 0 ) )
{
goto nextFile;
}
}
iMapsFound++;
// add to the map list
m_pMapList->AddItem( mapname, NULL );
// get the next file
nextFile:
pszFilename = g_pFullFileSystem->FindNext( findHandle );
}
g_pFullFileSystem->FindClose( findHandle );
return iMapsFound;
}
//-----------------------------------------------------------------------------
// Purpose: loads the list of available maps into the map list
//-----------------------------------------------------------------------------
void CCreateMultiplayerGameServerPage::LoadMapList()
{
int iMapsFound = 0;
// clear the current list (if any)
m_pMapList->DeleteAllItems();
Assert( strlen(m_szMod ) > 0);
if ( strlen( m_szMod ) < 1)
{
m_pMapList->SetEnabled( false );
return;
}
m_pMapList->SetEnabled( true );
m_pStartServerButton->SetEnabled( true );
if ( CommandLine()->CheckParm( "-steam" ) )
{
KeyValues *userData = m_pGameCombo->GetActiveItemUserData();
if ( userData && userData->GetString( "DedicatedServerStartMap", NULL ) )
{
// set only
m_pMapList->AddItem( userData->GetString( "DedicatedServerStartMap" ), NULL );
m_pMapList->ActivateItemByRow( 0 );
m_pMapList->SetEnabled( false );
return;
}
}
// Load the maps for the GameDir
iMapsFound += LoadMaps( m_szMod );
// If we're using a "fallback_dir" in liblist.gam then include those maps...
const char *pszFallback = GetLiblistFallbackDir( m_szMod );
if ( pszFallback[0] )
{
iMapsFound += LoadMaps( pszFallback );
}
if ( iMapsFound < 1 )
{
m_pMapList->SetEnabled( false );
}
// set the first item to be selected
m_pMapList->ActivateItemByRow( 0 );
}
//-----------------------------------------------------------------------------
// Purpose: returns the name of the map selected from the map combo
//-----------------------------------------------------------------------------
const char *CCreateMultiplayerGameServerPage::GetMapName()
{
m_pMapList->GetText(m_szMapName, DATA_STR_LENGTH);
return m_szMapName;
}
//-----------------------------------------------------------------------------
// Purpose: data accessor
//-----------------------------------------------------------------------------
const char *CCreateMultiplayerGameServerPage::GetRconPassword()
{
return m_szPassword;
}
//-----------------------------------------------------------------------------
// Purpose: updates "s" with the details of the chosen server to run
//-----------------------------------------------------------------------------
void CCreateMultiplayerGameServerPage::GetServer(serveritem_t &s)
{
s=m_iServer;
strcpy(s.name,m_iServer.name);
strcpy(s.rconPassword,m_iServer.rconPassword);
memcpy(s.ip,m_iServer.ip,sizeof(m_iServer.ip));
memcpy(s.pings,m_iServer.pings,3*sizeof(int));
strcpy(s.gameDir,m_iServer.gameDir);
strcpy(s.map,m_iServer.map);
strcpy(s.gameDescription,m_iServer.gameDescription);
}
//-----------------------------------------------------------------------------
// Purpose: Handles changes to combo boxes
//-----------------------------------------------------------------------------
void CCreateMultiplayerGameServerPage::OnTextChanged(Panel *panel)
{
if (panel == m_pGameCombo)
{
// see if we should update the game name
bool updateHostname = false;
char hostname[256];
GetControlString("ServerNameEdit", m_szHostName, sizeof(m_szHostName));
_snprintf(hostname, sizeof(hostname) - 1, "%s dedicated server", m_szGameName);
if (!stricmp(m_szHostName, hostname))
{
updateHostname = true;
}
// update the game name
m_pGameCombo->GetText( m_szGameName, sizeof(m_szGameName) );
// Copy the gamedir into m_szMod.
KeyValues *gameData = m_pGameCombo->GetActiveItemUserData();
if ( !gameData )
Error( "Missing gameData for active item." );
const char *pGameDir = gameData->GetString( "gamedir", NULL );
if ( !pGameDir )
Error( "Game %s missing 'gamedir' key.", m_szGameName );
Q_strncpy( m_szMod, pGameDir, sizeof( m_szMod ) );
// re-load the GameInfo KeyValues
if ( m_pGameInfo )
{
m_pGameInfo->deleteThis();
}
char liblist[1024];
Q_snprintf(liblist, sizeof(liblist) - 1, "%s\\gameinfo.txt", m_szMod);
m_pGameInfo = new KeyValues( "GameInfo" );
m_pGameInfo->LoadFromFile( g_pFullFileSystem, liblist );
// redo the hostname with the new game name
if (updateHostname)
{
_snprintf(hostname, sizeof(hostname) - 1, "%s dedicated server", m_szGameName);
SetControlString("ServerNameEdit", hostname);
}
// reload the list of maps we display
LoadMapList();
}
}
#endif // _WIN32

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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef CREATEMULTIPLAYERGAMESERVERPAGE_H
#define CREATEMULTIPLAYERGAMESERVERPAGE_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui_controls/Frame.h>
#include <vgui_controls/Button.h>
#include <vgui_controls/ComboBox.h>
//-----------------------------------------------------------------------------
// 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

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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#ifdef _WIN32
#include <stdio.h>
#include <string.h>
#include <stdarg.h>
#include <windows.h>
// base vgui interfaces
#include <vgui/vgui.h>
#include <vgui_controls/Panel.h>
#include <vgui/IVGui.h>
#include <vgui/ISurface.h>
#include <vgui/Cursor.h>
#include <vgui_controls/ProgressBox.h>
#include "filesystem.h"
#include "IAdminServer.h"
#include "MainPanel.h"
#include <imanageserver.h>
#include "ivguimodule.h"
#include <vgui/IVGui.h>
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
using namespace vgui;
static CMainPanel *s_InternetDlg = NULL;
CSysModule *g_hAdminServerModule = NULL;
extern IAdminServer *g_pAdminServer;
char *gpszCvars = NULL;
void Sys_Sleep_Old( int msec );
extern BOOL gbAppHasBeenTerminated; // used to signal the server thread
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CMainPanel::CMainPanel( ) : Panel(NULL, "CMainPanel")
{
SetPaintBackgroundEnabled( false );
SetFgColor( Color( 0,0,0,0 ) );
m_bStarting = false;
m_flPreviousSteamProgress = 0.0f;
m_pGameServer= NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CMainPanel::~CMainPanel()
{
if (gpszCvars)
{
free(gpszCvars);
}
}
//-----------------------------------------------------------------------------
// Purpose: Called once to set up
//-----------------------------------------------------------------------------
void CMainPanel::Initialize( )
{
s_InternetDlg = this;
m_pGameServer = NULL;
m_bStarted = false;
m_bIsInConfig = true;
m_bClosing = false;
m_pProgressBox = NULL;
m_hShutdown = NULL;
MoveToFront();
m_pConfigPage = new CCreateMultiplayerGameServerPage(this, "Config");
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMainPanel::Open( void )
{
m_pConfigPage->SetVisible(true);
m_pConfigPage->MoveToFront();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMainPanel::OnClose()
{
DoStop();
}
//-----------------------------------------------------------------------------
// Purpose: returns a pointer to a static instance of this dialog
//-----------------------------------------------------------------------------
CMainPanel *CMainPanel::GetInstance()
{
return s_InternetDlg;
}
//-----------------------------------------------------------------------------
// Purpose: Changes to the console page and starts up the actual server
//-----------------------------------------------------------------------------
void CMainPanel::StartServer(const char *cvars)
{
surface()->SetCursor(dc_hourglass);
m_pConfigPage->GetServer(s1);
// hide the config page and close it
m_pConfigPage->SetVisible(false);
m_pConfigPage->Close();
gpszCvars = strdup(cvars);
// show the basic progress box immediately
m_pProgressBox = new ProgressBox("#Start_Server_Loading_Title", "#Server_UpdatingSteamResources", "Starting dedicated server...");
m_pProgressBox->SetCancelButtonVisible(true);
m_pProgressBox->ShowWindow();
// make sure we have all the steam content for this mod
char reslist[_MAX_PATH];
_snprintf(reslist, sizeof(reslist), "reslists/%s/preload.lst", m_pConfigPage->GetGameName());
m_hResourceWaitHandle = g_pFullFileSystem->WaitForResources(reslist);
if (!m_hResourceWaitHandle)
{
Assert( 0 );
}
m_pProgressBox->SetCancelButtonEnabled(false);
m_hShutdown = CreateEvent( NULL, TRUE, FALSE, NULL );
ivgui()->AddTickSignal(GetVPanel());
}
//-----------------------------------------------------------------------------
// Purpose: lets us delay the loading of the management screen until the server has started
//-----------------------------------------------------------------------------
void CMainPanel::OnTick()
{
if (m_hResourceWaitHandle)
{
// see if we've been cancelled
if (!m_pProgressBox.Get() || !m_pProgressBox->IsVisible())
{
// cancel out
g_pFullFileSystem->CancelWaitForResources(m_hResourceWaitHandle);
m_hResourceWaitHandle = NULL;
DoStop();
return;
}
// update resource waiting
bool complete;
float progress;
if (g_pFullFileSystem->GetWaitForResourcesProgress(m_hResourceWaitHandle, &progress, &complete))
{
vgui::ivgui()->DPrintf2( "progress %.2f %s\n", progress, complete ? "not complete" : "complete" );
// don't set the progress if we've jumped straight from 0 to 100% complete
if (!(progress == 1.0f && m_flPreviousSteamProgress == 0.0f))
{
m_pProgressBox->SetProgress(progress);
m_flPreviousSteamProgress = progress;
}
}
// This is here because without it, the dedicated server will consume a lot of CPU and it will slow Steam down
// so much that it'll download at 64k instead of 6M.
Sleep( 200 );
// see if we're done
if (complete)
{
m_hResourceWaitHandle = NULL;
m_bStarting = true;
m_bIsInConfig = false;
// at this stage in the process the user can no longer cancel
m_pProgressBox->SetCancelButtonEnabled(false);
}
}
if (m_bStarting) // if we are actively launching the app
{
static int count = 0;
if (WAIT_OBJECT_0 == WaitForSingleObject(m_hShutdown, 10) || count > 5000)
{
if (!m_bStarted)
{
serveritem_t server;
m_pConfigPage->GetServer(server);
ManageServerUIHandle_t managePage = g_pAdminServer->OpenManageServerDialog(server.name, server.gameDir);
m_pGameServer = g_pAdminServer->GetManageServerInterface(managePage);
m_bStarted = true;
if (m_pProgressBox)
{
m_pProgressBox->Close();
m_pProgressBox = NULL;
}
}
else // must be stopping the server
{
DoStop();
}
surface()->SetCursor(dc_user);
m_bStarting = false;
ResetEvent(m_hShutdown);
}
else
{
count++;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: stops VGUI and kills any progress dialog we may have been displaying
//-----------------------------------------------------------------------------
void CMainPanel::DoStop()
{
surface()->SetCursor(dc_user);
m_bStarted = false;
m_bClosing = true;
if (m_pProgressBox)
{
m_pProgressBox->Close();
m_pProgressBox = NULL;
}
ivgui()->Stop();
}
//-----------------------------------------------------------------------------
// Purpose: Pushes text into the console
//-----------------------------------------------------------------------------
void CMainPanel::AddConsoleText(const char *msg)
{
if (m_pGameServer)
{
m_pGameServer->AddToConsole(msg);
}
}
//-----------------------------------------------------------------------------
// Purpose: Message map
//-----------------------------------------------------------------------------
MessageMapItem_t CMainPanel::m_MessageMap[] =
{
MAP_MESSAGE( CMainPanel, "Quit", OnClose ),
};
IMPLEMENT_PANELMAP(CMainPanel, BaseClass);
#endif // _WIN32

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//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//===========================================================================//
#ifndef CMAINPANEL_H
#define CMAINPANEL_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui_controls/Frame.h>
#include <vgui_controls/Panel.h>
#include <vgui_controls/ListPanel.h>
#include <vgui_controls/PHandle.h>
#include "utlvector.h"
//#include <GamePanelInfo.h>
#include "imanageserver.h"
//#include "gameserver.h"
#include "CreateMultiplayerGameServerPage.h"
class IAdminServer;
//-----------------------------------------------------------------------------
// Purpose: Root panel for dedicated server GUI
//-----------------------------------------------------------------------------
class CMainPanel : public vgui::Panel
{
public:
// Construction/destruction
CMainPanel( );
virtual ~CMainPanel();
virtual void Initialize( );
// displays the dialog, moves it into focus, updates if it has to
virtual void Open( void );
// returns a pointer to a static instance of this dialog
// valid for use only in sort functions
static CMainPanel *GetInstance();
virtual void StartServer(const char *cvars);
void ActivateBuildMode();
void *GetShutdownHandle() { return m_hShutdown; }
void AddConsoleText(const char *msg);
bool Stopping() { return m_bClosing; }
bool IsInConfig() { return m_bIsInConfig; }
private:
// called when dialog is shut down
virtual void OnClose();
virtual void OnTick();
void DoStop();
// GUI elements
IManageServer *m_pGameServer;
// the popup menu
vgui::DHANDLE<vgui::ProgressBox> m_pProgressBox;
CCreateMultiplayerGameServerPage *m_pConfigPage;
// Event that lets the thread tell the main window it shutdown
void *m_hShutdown;
bool m_bStarting; // whether the server is currently starting
bool m_bStarted; // whether the server has been started or not
bool m_bClosing; // whether we are shutting down
bool m_bIsInConfig;
serveritem_t s1;
int m_hResourceWaitHandle;
float m_flPreviousSteamProgress;
typedef vgui::Panel BaseClass;
DECLARE_PANELMAP();
};
#endif // CMAINPANEL_H

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//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
//===========================================================================//
#ifdef _WIN32
#include <windows.h>
#include <direct.h>
// includes for the VGUI version
#include <vgui_controls/Panel.h>
#include <vgui_controls/Controls.h>
#include <vgui/ISystem.h>
#include <vgui/IVGui.h>
#include <vgui/IPanel.h>
#include "filesystem.h"
#include <vgui/ILocalize.h>
#include <vgui/IScheme.h>
#include <vgui/ISurface.h>
#include <IVGuiModule.h>
#include "vgui/MainPanel.h"
#include "IAdminServer.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static CMainPanel *g_pMainPanel = NULL; // the main panel to show
static CSysModule *g_hAdminServerModule;
IAdminServer *g_pAdminServer = NULL;
static IVGuiModule *g_pAdminVGuiModule = NULL;
void* DedicatedFactory(const char *pName, int *pReturnCode);
//-----------------------------------------------------------------------------
// Purpose: Starts up the VGUI system and loads the base panel
//-----------------------------------------------------------------------------
int StartVGUI( CreateInterfaceFn dedicatedFactory )
{
// the "base dir" so we can scan mod name
g_pFullFileSystem->AddSearchPath(".", "MAIN");
// the main platform dir
g_pFullFileSystem->AddSearchPath( "platform", "PLATFORM", PATH_ADD_TO_HEAD);
vgui::ivgui()->SetSleep(false);
// find our configuration directory
char szConfigDir[512];
const char *steamPath = getenv("SteamInstallPath");
if (steamPath)
{
// put the config dir directly under steam
Q_snprintf(szConfigDir, sizeof(szConfigDir), "%s/config", steamPath);
}
else
{
// we're not running steam, so just put the config dir under the platform
Q_strncpy( szConfigDir, "platform/config", sizeof(szConfigDir));
}
g_pFullFileSystem->CreateDirHierarchy("config", "PLATFORM");
g_pFullFileSystem->AddSearchPath(szConfigDir, "CONFIG", PATH_ADD_TO_HEAD);
// initialize the user configuration file
vgui::system()->SetUserConfigFile("DedicatedServerDialogConfig.vdf", "CONFIG");
// Init the surface
g_pMainPanel = new CMainPanel( );
g_pMainPanel->SetVisible(true);
vgui::surface()->SetEmbeddedPanel(g_pMainPanel->GetVPanel());
// load the scheme
vgui::scheme()->LoadSchemeFromFile("Resource/SourceScheme.res", "SourceScheme");
// localization
g_pVGuiLocalize->AddFile( "Resource/platform_%language%.txt" );
g_pVGuiLocalize->AddFile( "Resource/vgui_%language%.txt" );
g_pVGuiLocalize->AddFile( "Admin/server_%language%.txt" );
// Start vgui
vgui::ivgui()->Start();
// load the module
g_pFullFileSystem->GetLocalCopy("bin/AdminServer.dll");
g_hAdminServerModule = g_pFullFileSystem->LoadModule("AdminServer");
Assert(g_hAdminServerModule != NULL);
CreateInterfaceFn adminFactory = NULL;
if (!g_hAdminServerModule)
{
vgui::ivgui()->DPrintf2("Admin Error: module version (Admin/AdminServer.dll, %s) invalid, not loading\n", IMANAGESERVER_INTERFACE_VERSION );
}
else
{
// make sure we get the right version
adminFactory = Sys_GetFactory(g_hAdminServerModule);
g_pAdminServer = (IAdminServer *)adminFactory(ADMINSERVER_INTERFACE_VERSION, NULL);
g_pAdminVGuiModule = (IVGuiModule *)adminFactory("VGuiModuleAdminServer001", NULL);
Assert(g_pAdminServer != NULL);
Assert(g_pAdminVGuiModule != NULL);
if (!g_pAdminServer || !g_pAdminVGuiModule)
{
vgui::ivgui()->DPrintf2("Admin Error: module version (Admin/AdminServer.dll, %s) invalid, not loading\n", IMANAGESERVER_INTERFACE_VERSION );
}
}
// finish initializing admin module
g_pAdminVGuiModule->Initialize( &dedicatedFactory, 1 );
g_pAdminVGuiModule->PostInitialize(&adminFactory, 1);
g_pAdminVGuiModule->SetParent( g_pMainPanel->GetVPanel() );
// finish setting up main panel
g_pMainPanel->Initialize( );
g_pMainPanel->Open();
return 0;
}
//-----------------------------------------------------------------------------
// Purpose: Shuts down the VGUI system
//-----------------------------------------------------------------------------
void StopVGUI()
{
SetEvent(g_pMainPanel->GetShutdownHandle());
delete g_pMainPanel;
g_pMainPanel = NULL;
if (g_hAdminServerModule)
{
g_pAdminVGuiModule->Shutdown( );
Sys_UnloadModule(g_hAdminServerModule);
}
}
//-----------------------------------------------------------------------------
// Purpose: Run a single VGUI frame
//-----------------------------------------------------------------------------
void RunVGUIFrame()
{
vgui::ivgui()->RunFrame();
}
bool VGUIIsStopping()
{
return g_pMainPanel->Stopping();
}
bool VGUIIsRunning()
{
return vgui::ivgui()->IsRunning();
}
bool VGUIIsInConfig()
{
return g_pMainPanel->IsInConfig();
}
void VGUIFinishedConfig()
{
Assert( g_pMainPanel );
if(g_pMainPanel) // engine is loaded, pass the message on
{
SetEvent(g_pMainPanel->GetShutdownHandle());
}
}
void VGUIPrintf( const char *msg )
{
if ( !g_pMainPanel || VGUIIsInConfig() || VGUIIsStopping() )
{
::MessageBox( NULL, msg, "Dedicated Server Message", MB_OK | MB_TOPMOST );
}
else if ( g_pMainPanel )
{
g_pMainPanel->AddConsoleText( msg );
}
}
#endif // _WIN32

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//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
//===========================================================================//
#ifndef VGUIHELPERS_H
#define VGUIHELPERS_H
#ifdef _WIN32
#pragma once
#endif
#include "tier1/interface.h"
int StartVGUI( CreateInterfaceFn dedicatedFactory );
void StopVGUI();
void RunVGUIFrame();
bool VGUIIsRunning();
bool VGUIIsStopping();
bool VGUIIsInConfig();
void VGUIFinishedConfig();
void VGUIPrintf( const char *msg );
#endif // VGUIHELPERS_H

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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "interface.h"
bool InitializeVGui(CreateInterfaceFn *factorylist, int factorycount)
{
}
int StartVGUI()
{
}
void StopVGUI()
{
}
void RunVGUIFrame()
{
}
bool VGUIIsRunning()
{
}
bool VGUIIsStopping()
{
}
bool VGUIIsInConfig()
{
}
void VGUIFinishedConfig()
{
}