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// sbmfcsampleDlg.cpp : implementation file
//
#include "stdafx.h"
#include "sbmfcsample.h"
#include "sbmfcsampleDlg.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
//SB - timer ID and frequency
#define TIMER_ID 100
#define TIMER_FREQUENCY 10
//SB - server list columns
#define COL_SERVERNAME 0
#define COL_PING 1
#define COL_PLAYERS 2
#define COL_MAPNAME 3
#define COL_GAMETYPE 4
//SB - player list columns
#define COL_PNAME 0
#define COL_PPING 1
#define COL_PSCORE 2
// 11-02-2004 : Saad Nader
// replaced with a GUI-based way of doing it.
//SB - starting and ending port for LAN game searches
//#define START_PORT 7778
//#define END_PORT (START_PORT + 100)
//SB - maximum number of concurrent updates
#define MAX_UPDATES 30
/////////////////////////////////////////////////////////////////////////////
// CSbmfcsampleDlg dialog
CSbmfcsampleDlg::CSbmfcsampleDlg(CWnd* pParent /*=NULL*/)
: CDialog(CSbmfcsampleDlg::IDD, pParent)
{
//{{AFX_DATA_INIT(CSbmfcsampleDlg)
m_filter = _T("");
m_gamename = _T("");
m_startPort = 0;
m_endPort = 0;
//}}AFX_DATA_INIT
m_hIcon = AfxGetApp()->LoadIcon(IDR_MAINFRAME);
}
void CSbmfcsampleDlg::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CSbmfcsampleDlg)
DDX_Control(pDX, IDC_SERVERS, m_servers);
DDX_Control(pDX, IDC_PROGRESS, m_progress);
DDX_Control(pDX, IDC_SERVERLIST, m_serverList);
DDX_Control(pDX, IDC_PLAYERLIST, m_playerList);
DDX_Text(pDX, IDC_FILTER, m_filter);
DDX_Text(pDX, IDC_GAMENAME, m_gamename);
DDX_Text(pDX, IDC_STARTP, m_startPort);
DDX_Text(pDX, IDC_ENDP, m_endPort);
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(CSbmfcsampleDlg, CDialog)
//{{AFX_MSG_MAP(CSbmfcsampleDlg)
ON_BN_CLICKED(IDC_REFRESH, OnRefresh)
ON_NOTIFY(NM_CLICK, IDC_SERVERLIST, OnClickServerlist)
ON_NOTIFY(NM_DBLCLK, IDC_SERVERLIST, OnDblclkServerlist)
ON_WM_TIMER()
ON_WM_PAINT()
ON_WM_QUERYDRAGICON()
ON_NOTIFY(LVN_COLUMNCLICK, IDC_SERVERLIST, OnColumnclickServerlist)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CSbmfcsampleDlg message handlers
BOOL CSbmfcsampleDlg::OnInitDialog()
{
CDialog::OnInitDialog();
SetIcon(m_hIcon, TRUE);
SetIcon(m_hIcon, FALSE);
//SB - setup list columns
m_serverList.InsertColumn(COL_SERVERNAME, "Server Name", LVCFMT_LEFT, 150, -1);
m_serverList.InsertColumn(COL_PING, "Ping", LVCFMT_LEFT, 50, 0);
m_serverList.InsertColumn(COL_PLAYERS, "Players", LVCFMT_LEFT, 75, 1);
m_serverList.InsertColumn(COL_MAPNAME, "Map", LVCFMT_LEFT, 75, 2);
m_serverList.InsertColumn(COL_GAMETYPE, "GameType", LVCFMT_LEFT, 100, 3);
m_playerList.InsertColumn(COL_PNAME, "Player Name", LVCFMT_LEFT, 150, -1);
m_playerList.InsertColumn(COL_PPING, "Ping", LVCFMT_LEFT, 50, 0);
m_playerList.InsertColumn(COL_PSCORE, "Score", LVCFMT_LEFT, 50, 1);
ListView_SetExtendedListViewStyle(m_serverList.m_hWnd, LVS_EX_FULLROWSELECT);
ListView_SetExtendedListViewStyle(m_playerList.m_hWnd, LVS_EX_FULLROWSELECT);
//SB - default to Internet
CheckRadioButton(IDC_INTERNET, IDC_LAN, IDC_INTERNET);
//SB - default to QR2
CheckRadioButton(IDC_GOA, IDC_QR2, IDC_QR2);
//SB - no server browser yet
m_serverBrowser = NULL;
//SB - no timer yet
m_timerID = 0;
//SB - no servers yet
m_servers.SetWindowText("");
//SB - check that the game's backend is available
GSIACResult result;
GSIStartAvailableCheck("gmtest");
while((result = GSIAvailableCheckThink()) == GSIACWaiting)
msleep(5);
if(result != GSIACAvailable)
{
MessageBox("The backend is not available\n");
return TRUE;
}
return TRUE;
}
BOOL CSbmfcsampleDlg::DestroyWindow()
{
// free the browser
if(m_serverBrowser)
{
ServerBrowserFree(m_serverBrowser);
m_serverBrowser = NULL;
}
return CDialog::DestroyWindow();
}
void CSbmfcsampleDlg::OnTimer(UINT nIDEvent)
{
// think if our timer was called
if(nIDEvent == m_timerID)
{
ServerBrowserThink(m_serverBrowser);
}
CDialog::OnTimer(nIDEvent);
}
void CSbmfcsampleDlg::OnRefresh()
{
UpdateData();
// create the server list if we need to
if(!CreateServerList())
return;
// if we're doing an update, cancel it
SBState state = ServerBrowserState(m_serverBrowser);
if((state != sb_connected) && (state != sb_disconnected))
{
ServerBrowserHalt(m_serverBrowser);
return;
}
// clear the server browser and list
ServerBrowserClear(m_serverBrowser);
m_serverList.DeleteAllItems();
// clear the progress bar
m_progress.SetPos(0);
// clear the server count
m_serverCount = 0;
m_servers.SetWindowText("0");
// set a timer
if(!m_timerID)
m_timerID = SetTimer(TIMER_ID, TIMER_FREQUENCY, NULL);
// fields we're interested in
unsigned char fields[] = { HOSTNAME_KEY, NUMPLAYERS_KEY, MAXPLAYERS_KEY, MAPNAME_KEY, GAMETYPE_KEY };
int numFields = sizeof(fields) / sizeof(fields[0]);
// check for internet/lan
bool internet = (IsDlgButtonChecked(IDC_INTERNET) == BST_CHECKED);
// do an update
SBError error;
if(internet)
error = ServerBrowserUpdate(m_serverBrowser, SBTrue, SBFalse, fields, numFields, (char *)(const char *)m_filter);
else
error = ServerBrowserLANUpdate(m_serverBrowser, SBTrue, (unsigned short)m_startPort, (unsigned short)m_endPort);
}
void CSbmfcsampleDlg::OnClickServerlist(NMHDR* pNMHDR, LRESULT* pResult)
{
// clear the player box
m_playerList.DeleteAllItems();
// find the selected server
POSITION pos = m_serverList.GetFirstSelectedItemPosition();
if(pos == NULL)
return;
int index = m_serverList.GetNextSelectedItem(pos);
// get the server
LVITEM item;
item.mask = LVIF_PARAM;
item.iItem = index;
item.iSubItem = 0;
m_serverList.GetItem(&item);
SBServer server = (SBServer)item.lParam;
if (!SBServerHasFullKeys(server)) //we need to query for the full rules
{
// turn on the hour glass
HCURSOR cursor = SetCursor(LoadCursor(NULL, IDC_WAIT));
// do a server update (this is blocking!)
ServerBrowserAuxUpdateServer(m_serverBrowser, server, SBFalse, SBTrue);
// turn off the hour glass
SetCursor(cursor);
}
// get the player count
int count = SBServerGetIntValue(server, "numplayers", 0);
// add the players to the list
for(int i = 0 ; i < count ; i++)
{
m_playerList.InsertItem(0, SBServerGetPlayerStringValue(server, i, "player", "(NO NAME)"));
m_playerList.SetItem(0, COL_PPING, LVIF_TEXT, SBServerGetPlayerStringValue(server, i, "ping", "0"), -1, 0, 0, 0);
m_playerList.SetItem(0, COL_PSCORE, LVIF_TEXT, SBServerGetPlayerStringValue(server, i, "score", "0"), -1, 0, 0, 0);
}
// MFC
*pResult = 0;
GSI_UNUSED(pNMHDR);
}
void CSbmfcsampleDlg::OnDblclkServerlist(NMHDR* pNMHDR, LRESULT* pResult)
{
// launch the game here
//MessageBox("If this were a real server browser, you would be launched now!","Go!");
// find the selected server
POSITION pos = m_serverList.GetFirstSelectedItemPosition();
if(pos == NULL)
return;
int index = m_serverList.GetNextSelectedItem(pos);
// get the server
LVITEM item;
item.mask = LVIF_PARAM;
item.iItem = index;
item.iSubItem = 0;
m_serverList.GetItem(&item);
SBServer server = (SBServer)item.lParam;
SBError error = ServerBrowserConnectToServer(m_serverBrowser, server, SBConnectCallback);
if(error != sbe_noerror)
MessageBox("Error starting connect to server");
// MFC
*pResult = 0;
GSI_UNUSED(pNMHDR);
}
void CSbmfcsampleDlg::OnColumnclickServerlist(NMHDR* pNMHDR, LRESULT* pResult)
{
NM_LISTVIEW* pNMListView = (NM_LISTVIEW*)pNMHDR;
// track ascending/descending
static bool ascending = false;
ascending = !ascending;
//figure out which column they clicked
switch(pNMListView->iSubItem)
{
case COL_SERVERNAME:
ServerBrowserSort(m_serverBrowser, (SBBool)ascending, "hostname", sbcm_stricase);
break;
case COL_PING:
ServerBrowserSort(m_serverBrowser, (SBBool)ascending, "ping", sbcm_int);
break;
case COL_PLAYERS:
ServerBrowserSort(m_serverBrowser, (SBBool)ascending, "numplayers", sbcm_int);
break;
case COL_MAPNAME:
ServerBrowserSort(m_serverBrowser, (SBBool)ascending, "mapname", sbcm_stricase);
break;
case COL_GAMETYPE:
ServerBrowserSort(m_serverBrowser, (SBBool)ascending, "gametype", sbcm_stricase);
break;
}
// we don't want the server list to redraw every time we insert a server!
m_serverList.SetRedraw(false);
// clear the server list
m_serverList.DeleteAllItems();
// clear the server count
m_serverCount = 0;
m_servers.SetWindowText("0");
// go through the list of servers
for(int i = 0; i < ServerBrowserCount(m_serverBrowser) ; i++)
{
// if we got basic info for it, put it back in the list
SBServer server = ServerBrowserGetServer(m_serverBrowser, i);
if(SBServerHasBasicKeys(server))
AddServer(server, FALSE);
}
// let the server list redraw itself now that we're done updating
m_serverList.SetRedraw(true);
*pResult = 0;
}
void CSbmfcsampleDlg::SBCallback(ServerBrowser serverBrowser, SBCallbackReason reason, SBServer server, void *instance)
{
CString str;
CSbmfcsampleDlg * dlg = (CSbmfcsampleDlg *)instance;
CString address;
if(server)
address.Format("%s:%d", SBServerGetPublicAddress(server), SBServerGetPublicQueryPort(server));
switch(reason)
{
case sbc_serveradded:
dlg->AddServer(server, TRUE);
break;
case sbc_serverupdated:
dlg->AddServer(server, TRUE);
break;
case sbc_serverupdatefailed:
break;
case sbc_serverdeleted:
dlg->RemoveServer(server);
break;
case sbc_updatecomplete:
dlg->m_progress.SetPos(100);
break;
case sbc_queryerror:
str.Format("Query Error: %s\n", ServerBrowserListQueryError(dlg->m_serverBrowser));
dlg->MessageBox(str);
break;
}
GSI_UNUSED(serverBrowser);
}
void CSbmfcsampleDlg::SBConnectCallback(ServerBrowser serverBrowser, SBConnectToServerState state, SOCKET gamesocket, struct sockaddr_in *remoteaddr, void *instance)
{
CSbmfcsampleDlg * dlg = (CSbmfcsampleDlg *)instance;
switch(state)
{
case sbcs_succeeded:
dlg->MessageBox("Connected to server");
closesocket(gamesocket);
break;
case sbcs_failed:
dlg->MessageBox("Failed to connect to server");
break;
}
GSI_UNUSED(serverBrowser);
GSI_UNUSED(remoteaddr);
}
BOOL CSbmfcsampleDlg::CreateServerList()
{
// only create the object once
if(!m_serverBrowser)
{
// check for an empty gamename
if(m_gamename.IsEmpty())
{
MessageBox("No game specified");
GetDlgItem(IDC_GAMENAME)->SetFocus();
return FALSE;
}
SBBool lanBrowsing = (SBBool)(IsDlgButtonChecked(IDC_LAN) == BST_CHECKED);
if (m_startPort == 0 && lanBrowsing == SBTrue)
{
AfxMessageBox("Invalid start port!");
GetDlgItem(IDC_STARTP)->SetFocus();
return FALSE;
}
if (m_endPort == 0 && lanBrowsing == SBTrue)
{
AfxMessageBox("Invalid end port!");
GetDlgItem(IDC_ENDP)->SetFocus();
return FALSE;
}
// create it
m_serverBrowser = ServerBrowserNew(m_gamename, "gmtest", "HA6zkS", 0, MAX_UPDATES, (IsDlgButtonChecked(IDC_GOA) == BST_CHECKED)?QVERSION_GOA:QVERSION_QR2, lanBrowsing, SBCallback, this);
if(!m_serverBrowser)
{
MessageBox("Unable to create the server browser object");
return FALSE;
}
// don't let them change the gamename
GetDlgItem(IDC_GAMENAME)->EnableWindow(FALSE);
}
return TRUE;
}
void CSbmfcsampleDlg::AddServer(SBServer server, BOOL checkForReplace)
{
// set the progress
if(ServerBrowserCount(m_serverBrowser) > 0)
m_progress.SetPos((ServerBrowserCount(m_serverBrowser) - ServerBrowserPendingQueryCount(m_serverBrowser)) * 100 / ServerBrowserCount(m_serverBrowser));
// check for the server in the list
int index = FindServer(server);
bool replace = (index != -1);
// if we didn't find a server to replace, append
if(!replace)
index = m_serverList.GetItemCount();
// set or insert the hostname
const char * hostname = SBServerGetStringValue(server, "hostname","(NO NAME)");
if(replace)
{
m_serverList.SetItem(index, COL_SERVERNAME, LVIF_TEXT, hostname, -1, 0, 0, NULL);
}
else
{
m_serverList.InsertItem(index, hostname);
m_serverList.SetItem(index, COL_SERVERNAME, LVIF_PARAM, NULL, -1, 0, 0, (LPARAM)server);
}
// set the rest of the columns
int numplayers = SBServerGetIntValue(server, "numplayers", 0);
CString ping, players;
if (SBServerHasValidPing(server))
ping.Format("%d%s", SBServerGetPing(server), SBServerDirectConnect(server) ? "" : "i");
else
ping = "Unknown";
players.Format("%d/%d", numplayers, SBServerGetIntValue(server, "maxplayers", 0));
m_serverList.SetItem(index, COL_PING, LVIF_TEXT, ping, -1, 0, 0, 0);
m_serverList.SetItem(index, COL_PLAYERS, LVIF_TEXT, players, -1, 0, 0, 0);
m_serverList.SetItem(index, COL_MAPNAME, LVIF_TEXT, SBServerGetStringValue(server, "mapname", "(NO MAP)"), -1, 0, 0, 0);
m_serverList.SetItem(index, COL_GAMETYPE, LVIF_TEXT, SBServerGetStringValue(server, "gametype", ""), -1, 0, 0, 0);
// update server count
if(!replace)
{
CString str;
str.Format("%d", ++m_serverCount);
m_servers.SetWindowText(str);
}
GSI_UNUSED(checkForReplace);
}
void CSbmfcsampleDlg::RemoveServer(SBServer server)
{
// find the server
int index = FindServer(server);
ASSERT(index != -1);
if(index == -1)
return;
// remove it
m_serverList.DeleteItem(index);
// update server count
CString str;
str.Format("%d", --m_serverCount);
m_servers.SetWindowText(str);
}
int CSbmfcsampleDlg::FindServer(SBServer server)
{
LVFINDINFO info;
info.flags = LVFI_PARAM;
info.lParam = (LPARAM)server;
return m_serverList.FindItem(&info);
}
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