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/***********************
qrcsample.c
GameSpy Query & Reporting SDK
Copyright 1999-2007 GameSpy Industries, Inc
devsupport@gamespy.com
******
See the ReadMe file for qrcsample info, and consult the GameSpy Query & Reporting 2
SDK documentation for more information on implementing the qr2 SDK.
************************/
/********
INCLUDES
********/
#include "../qr2.h"
/********
DEFINES
********/
// set some of the fixed server keys
#define GAME_VERSION _T("2.00")
#define GAME_NAME _T("gmtest")
#define MAX_PLAYERS 32
#define MAX_TEAMS 2
#define BASE_PORT 11111
// ensure cross-platform compatibility for printf
#ifdef _WIN32_WCE
void RetailOutputA(CHAR *tszErr, ...);
#define printf RetailOutputA
#elif defined(_NITRO)
#include "../../common/nitro/screen.h"
#define printf Printf
#define vprintf VPrintf
#endif
// define our additional keys, making sure not to overwrite the reserved standard key ids
// standard keys use 0-NUM_RESERVED_KEYS (defined in qr2regkeys.h)
#define GRAVITY_KEY 100
#define RANKINGON_KEY 101
#define TIME__KEY 102
#define AVGPING_T_KEY 103
/********
TYPDEFS
********/
//representative of a game player structure
typedef struct
{
gsi_char pname[80];
int pfrags;
int pdeaths;
int ptime;
int pping;
int pteam;
} player_t;
//representative of a team structure
typedef struct
{
gsi_char tname[80];
int tscore;
int avgping;
} team_t;
//representative of a game data structure
typedef struct
{
player_t players[MAX_PLAYERS];
team_t teams[MAX_TEAMS];
gsi_char mapname[20];
gsi_char hostname[120];
gsi_char gamemode[200];
gsi_char gametype[30];
int numteams;
int numplayers;
int maxplayers;
int fraglimit;
int timelimit;
int teamplay;
int rankingson;
int gravity;
int hostport;
} gamedata_t;
/********
GLOBAL VARS
********/
// just to give us bogus data
gsi_char *constnames[MAX_PLAYERS]=
{
_T("Joe Player"), _T("L33t 0n3"), _T("Raptor"), _T("Gr81"),
_T("Flubber"), _T("Sarge"), _T("Void"), _T("runaway"),
_T("Ph3ar"), _T("wh00t"), _T("gr1nder"),_T("Mace"),
_T("stacy"), _T("lamby"), _T("Thrush"), _T("Leeroy")
};
gamedata_t gamedata; // to store all the server/player/teamkeys
/********
DEBUG OUTPUT
********/
#ifdef GSI_COMMON_DEBUG
static void DebugCallback(GSIDebugCategory theCat, GSIDebugType theType,
GSIDebugLevel theLevel, const char * theTokenStr,
va_list theParamList)
{
GSI_UNUSED(theLevel);
printf("[%s][%s] ",
gGSIDebugCatStrings[theCat],
gGSIDebugTypeStrings[theType]);
vprintf(theTokenStr, theParamList);
}
#ifdef GSI_UNICODE
static void AppDebug(const unsigned short* format, ...)
{
// Construct text, then pass in as ASCII
unsigned short buf[1024];
char tmp[2056];
va_list aList;
va_start(aList, format);
vswprintf(buf, 1024, format, aList);
UCS2ToAsciiString(buf, tmp);
gsDebugFormat(GSIDebugCat_App, GSIDebugType_Misc, GSIDebugLevel_Notice,
"%s", tmp);
}
#else
static void AppDebug(const char* format, ...)
{
va_list aList;
va_start(aList, format);
gsDebugVaList(GSIDebugCat_App, GSIDebugType_Misc, GSIDebugLevel_Notice,
format, aList);
}
#endif
#else
#define AppDebug _tprintf
#endif
/********
PROTOTYPES - To prevent warnings on codewarrior strict compile
********/
void serverkey_callback(int keyid, qr2_buffer_t outbuf, void *userdata);
void playerkey_callback(int keyid, int index, qr2_buffer_t outbuf, void *userdata);
void teamkey_callback(int keyid, int index, qr2_buffer_t outbuf, void *userdata);
void keylist_callback(qr2_key_type keytype, qr2_keybuffer_t keybuffer, void *userdata);
int count_callback(qr2_key_type keytype, void *userdata);
void adderror_callback(qr2_error_t error, gsi_char *errmsg, void *userdata);
void nn_callback(int cookie, void *userdata);
void cm_callback(gsi_char *data, int len, void *userdata);
void cc_callback(SOCKET gamesocket, struct sockaddr_in *remoteaddr, void *userdata);
void DoGameStuff(gsi_time totalTime);
int test_main(int argc, char **argp);
// called when a server key needs to be reported
void serverkey_callback(int keyid, qr2_buffer_t outbuf, void *userdata)
{
AppDebug("Reporting server keys\n");
switch (keyid)
{
case HOSTNAME_KEY:
qr2_buffer_add(outbuf, gamedata.hostname);
break;
case GAMEVER_KEY:
qr2_buffer_add(outbuf, GAME_VERSION);
break;
case HOSTPORT_KEY:
qr2_buffer_add_int(outbuf, gamedata.hostport);
break;
case MAPNAME_KEY:
qr2_buffer_add(outbuf, gamedata.mapname);
break;
case GAMETYPE_KEY:
qr2_buffer_add(outbuf, gamedata.gametype);
break;
case NUMPLAYERS_KEY:
qr2_buffer_add_int(outbuf, gamedata.numplayers);
break;
case NUMTEAMS_KEY:
qr2_buffer_add_int(outbuf, gamedata.numteams);
break;
case MAXPLAYERS_KEY:
qr2_buffer_add_int(outbuf, gamedata.maxplayers);
break;
case GAMEMODE_KEY:
qr2_buffer_add(outbuf, gamedata.gamemode);
break;
case TEAMPLAY_KEY:
qr2_buffer_add_int(outbuf, gamedata.teamplay);
break;
case FRAGLIMIT_KEY:
qr2_buffer_add_int(outbuf, gamedata.fraglimit);
break;
case TIMELIMIT_KEY:
qr2_buffer_add_int(outbuf, gamedata.timelimit);
break;
case GRAVITY_KEY:
qr2_buffer_add_int(outbuf, gamedata.gravity);
break;
case RANKINGON_KEY:
qr2_buffer_add_int(outbuf, gamedata.rankingson);
break;
default:
qr2_buffer_add(outbuf, _T(""));
}
GSI_UNUSED(userdata);
}
// called when a player key needs to be reported
void playerkey_callback(int keyid, int index, qr2_buffer_t outbuf, void *userdata)
{
AppDebug("Reporting player keys\n");
//check for valid index
if (index >= gamedata.numplayers)
{
qr2_buffer_add(outbuf, _T(""));
return;
}
switch (keyid)
{
case PLAYER__KEY:
qr2_buffer_add(outbuf, gamedata.players[index].pname);
break;
case SCORE__KEY:
qr2_buffer_add_int(outbuf, gamedata.players[index].pfrags);
break;
case DEATHS__KEY:
qr2_buffer_add_int(outbuf, gamedata.players[index].pdeaths);
break;
case PING__KEY:
qr2_buffer_add_int(outbuf, gamedata.players[index].pping);
break;
case TEAM__KEY:
qr2_buffer_add_int(outbuf, gamedata.players[index].pteam);
break;
case TIME__KEY:
qr2_buffer_add_int(outbuf, gamedata.players[index].ptime);
break;
default:
qr2_buffer_add(outbuf, _T(""));
break;
}
GSI_UNUSED(userdata);
}
// called when a team key needs to be reported
void teamkey_callback(int keyid, int index, qr2_buffer_t outbuf, void *userdata)
{
AppDebug("Reporting team keys\n");
//check for valid index
if (index >= gamedata.numteams)
{
qr2_buffer_add(outbuf, _T(""));
return;
}
switch (keyid)
{
case TEAM_T_KEY:
qr2_buffer_add(outbuf, gamedata.teams[index].tname);
break;
case SCORE_T_KEY:
qr2_buffer_add_int(outbuf, gamedata.teams[index].tscore);
break;
case AVGPING_T_KEY:
qr2_buffer_add_int(outbuf, gamedata.teams[index].avgping);
break;
default:
qr2_buffer_add(outbuf, _T(""));
break;
}
GSI_UNUSED(userdata);
}
// called when we need to report the list of keys we report values for
void keylist_callback(qr2_key_type keytype, qr2_keybuffer_t keybuffer, void *userdata)
{
AppDebug("Reporting keylist\n");
//need to add all the keys we support
switch (keytype)
{
case key_server:
qr2_keybuffer_add(keybuffer, HOSTNAME_KEY);
qr2_keybuffer_add(keybuffer, GAMEVER_KEY);
qr2_keybuffer_add(keybuffer, HOSTPORT_KEY);
qr2_keybuffer_add(keybuffer, MAPNAME_KEY);
qr2_keybuffer_add(keybuffer, GAMETYPE_KEY);
qr2_keybuffer_add(keybuffer, NUMPLAYERS_KEY);
qr2_keybuffer_add(keybuffer, NUMTEAMS_KEY);
qr2_keybuffer_add(keybuffer, MAXPLAYERS_KEY);
qr2_keybuffer_add(keybuffer, GAMEMODE_KEY);
qr2_keybuffer_add(keybuffer, TEAMPLAY_KEY);
qr2_keybuffer_add(keybuffer, FRAGLIMIT_KEY);
qr2_keybuffer_add(keybuffer, TIMELIMIT_KEY);
qr2_keybuffer_add(keybuffer, GRAVITY_KEY); //a custom key
qr2_keybuffer_add(keybuffer, RANKINGON_KEY); //a custom key
break;
case key_player:
qr2_keybuffer_add(keybuffer, PLAYER__KEY);
qr2_keybuffer_add(keybuffer, SCORE__KEY);
qr2_keybuffer_add(keybuffer, DEATHS__KEY);
qr2_keybuffer_add(keybuffer, PING__KEY);
qr2_keybuffer_add(keybuffer, TEAM__KEY);
qr2_keybuffer_add(keybuffer, TIME__KEY); //a custom key
break;
case key_team:
qr2_keybuffer_add(keybuffer, TEAM_T_KEY);
qr2_keybuffer_add(keybuffer, SCORE_T_KEY);
qr2_keybuffer_add(keybuffer, AVGPING_T_KEY); //a custom key
break;
default: break;
}
GSI_UNUSED(userdata);
}
// called when we need to report the number of players and teams
int count_callback(qr2_key_type keytype, void *userdata)
{
AppDebug("Reporting number of players/teams\n");
if (keytype == key_player)
return gamedata.numplayers;
else if (keytype == key_team)
return gamedata.numteams;
else
return 0;
GSI_UNUSED(userdata);
}
// called if our registration with the GameSpy master server failed
void adderror_callback(qr2_error_t error, gsi_char *errmsg, void *userdata)
{
GS_ASSERT(errmsg)
AppDebug("Error adding server: %d, %s\n", error, errmsg);
GSI_UNUSED(userdata);
}
// called when a client wants to connect using nat negotiation
// (Nat Negotiation must be enabled in qr2_init)
void nn_callback(int cookie, void *userdata)
{
AppDebug("Got natneg cookie: %d\n", cookie);
GSI_UNUSED(userdata);
}
// called when a client sends a message to the server through qr2 (not commonly used)
void cm_callback(gsi_char *data, int len, void *userdata)
{
AppDebug("Got %d bytes from client\n", len);
GSI_UNUSED(data);
GSI_UNUSED(userdata);
}
// called when a client has connected
void cc_callback(SOCKET gamesocket, struct sockaddr_in *remoteaddr, void *userdata)
{
AppDebug("Client connected from %s:%d\n", inet_ntoa(remoteaddr->sin_addr), ntohs(remoteaddr->sin_port));
GSI_UNUSED(gamesocket);
GSI_UNUSED(userdata);
}
// initialize the gamedata structure with bogus data
static void init_game(void)
{
int i;
AppDebug("Generating game data\n");
srand((unsigned int) current_time() );
gamedata.numplayers = rand() % 15 + 1;
gamedata.maxplayers = MAX_PLAYERS;
for (i = 0 ; i < gamedata.numplayers ; i++)
{
_tcscpy(gamedata.players[i].pname, constnames[i]);
gamedata.players[i].pfrags = rand() % 32;
gamedata.players[i].pdeaths = rand() % 32;
gamedata.players[i].ptime = rand() % 1000;
gamedata.players[i].pping = rand() % 500;
gamedata.players[i].pteam = rand() % 2;
}
gamedata.numteams = 2;
for (i = 0 ; i < gamedata.numteams ; i++)
{
gamedata.teams[i].tscore = rand() % 500;
gamedata.teams[i].avgping = rand() % 500;
}
_tcscpy(gamedata.teams[0].tname,_T("Red"));
_tcscpy(gamedata.teams[1].tname,_T("Blue"));
_tcscpy(gamedata.mapname,_T("gmtmap1"));
_tcscpy(gamedata.gametype,_T("arena"));
_tcscpy(gamedata.hostname,_T("GameSpy QR2 Sample"));
_tcscpy(gamedata.gamemode,_T("openplaying"));
gamedata.fraglimit = 0;
gamedata.timelimit = 40;
gamedata.teamplay = 1;
gamedata.rankingson = 1;
gamedata.gravity = 800;
gamedata.hostport = 25000;
}
// simulate whatever else a game server does
void DoGameStuff(gsi_time totalTime)
{
// After 30 seconds, we will change the game map and call qr2_send_statechanged
// This should only be called after major changes such as mapname or gametype, and
// cannot be applied more than once every 10 seconds (subsequent calls will be delayed
// when necessary)
static int stateChanged = 0;
if (!stateChanged && totalTime > 30000) {
AppDebug("Mapname changed, calling qr2_send_statechanged\n");
_tcscpy(gamedata.mapname,_T("gmtmap2"));
qr2_send_statechanged(NULL);
stateChanged = 1;
}
msleep(10);
}
int test_main(int argc, char **argp)
{
/* qr2_init parameters */
gsi_char secret_key[9]; // your title's assigned secret key
gsi_char ip[255]; // to manually set local IP
const int isPublic = 1; // set to '0' for a LAN game
const int isNatNegSupported = 1; // set to '0' if you don't support Nat Negotiation
gsi_time aStartTime = 0; // for sample, so we don't run forever
void * userData = NULL; // optional data that will be passed to the callback functions
// for debug output on these platforms
#if defined (_PS3) || defined (_PS2) || defined (_PSP) || defined(_NITRO)
#ifdef GSI_COMMON_DEBUG
// Define GSI_COMMON_DEBUG if you want to view the SDK debug output
// Set the SDK debug log file, or set your own handler using gsSetDebugCallback
//gsSetDebugFile(stdout); // output to console
gsSetDebugCallback(DebugCallback);
// Set debug levels
gsSetDebugLevel(GSIDebugCat_All, GSIDebugType_All, GSIDebugLevel_Verbose);
#endif
#endif
//set the secret key, in a semi-obfuscated manner
secret_key[0] = 'H';
secret_key[1] = 'A';
secret_key[2] = '6';
secret_key[3] = 'z';
secret_key[4] = 'k';
secret_key[5] = 'S';
secret_key[6] = '\0';
// register our custom keys (you do not have to register the reserved standard keys)
AppDebug("Registering custom keys\n");
qr2_register_key(GRAVITY_KEY, _T("gravity") );
qr2_register_key(RANKINGON_KEY, _T("rankingon"));
qr2_register_key(TIME__KEY, _T("time_") ); // player keys always end with '_'
qr2_register_key(AVGPING_T_KEY, _T("avgping_t")); // team keys always end with '_t'
// create some random game data
init_game();
// Check if we want to override our IP (otherwise qr2 will set for us)
#ifndef GSI_UNICODE
if (argc>1)
strcpy(ip, argp[1]);
#else
if (argc>1)
AsciiToUCS2String(argp[1], ip);
#endif
AppDebug("Initializing SDK; server should show up on the master list within 6-10 sec.\n");
//Call qr_init with the query port number and gamename, default IP address, and no user data
//Pass NULL for the qrec parameter (first parameter) as long as you're running a single game
//server instance per process
//Reference gt2nat sample for qr2_init_socket implementation
if (qr2_init(NULL,argc>1?ip:NULL,BASE_PORT,GAME_NAME, secret_key, isPublic, isNatNegSupported,
serverkey_callback, playerkey_callback, teamkey_callback,
keylist_callback, count_callback, adderror_callback, userData) != e_qrnoerror)
{
printf("Error starting query sockets\n");
return -1;
}
// Set a function to be called when we receive a game specific message
qr2_register_clientmessage_callback(NULL, cm_callback);
// Set a function to be called when we receive a nat negotiation request
qr2_register_natneg_callback(NULL, nn_callback);
// Set a function to be called when a client has connected
qr2_register_clientconnected_callback(NULL, cc_callback);
// Enter the main loop
AppDebug("Sample will quit after 60 seconds\n");
aStartTime = current_time();
while ((current_time() - aStartTime) < 60000)
{
gsi_time totalTime = current_time() - aStartTime; // used to change the game state after 30 seconds
// An actual game would do something between "thinks"
DoGameStuff(totalTime);
//check for / process incoming queries
//should be called every 10-100 ms; quicker calls produce more accurate ping measurements
qr2_think(NULL);
}
AppDebug("Shutting down - server will be removed from the master server list\n");
//let gamemaster know we are shutting down (removes dead server entry from the list)
qr2_shutdown(NULL);
#ifdef GSI_UNICODE
// In Unicode mode we must perform additional cleanup
qr2_internal_key_list_free();
#endif
// Finished
return 0;
}
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