2016-10-07 11:50:49 +01:00

118 lines
4.2 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.InteropServices;
using System.Text;
using Valve.Steamworks;
namespace Facepunch.Steamworks
{
public partial class ServerList
{
public class Server
{
public string Name { get; set; }
public int Ping { get; set; }
public string GameDir { get; set; }
public string Map { get; set; }
public string Description { get; set; }
public uint AppId { get; set; }
public int Players { get; set; }
public int MaxPlayers { get; set; }
public int BotPlayers { get; set; }
public bool Passworded { get; set; }
public bool Secure { get; set; }
public uint LastTimePlayed { get; set; }
public int Version { get; set; }
public string[] Tags { get; set; }
public ulong SteamId { get; set; }
public uint Address { get; set; }
public int ConnectionPort { get; set; }
public int QueryPort { get; set; }
internal Client Client;
public string AddressString
{
get
{
return string.Format( "{0}.{1}.{2}.{3}", ( Address >> 24 ) & 0xFFul, ( Address >> 16 ) & 0xFFul, ( Address >> 8 ) & 0xFFul, Address & 0xFFul );
}
}
public string ConnectionAddress
{
get
{
return string.Format( "{0}.{1}.{2}.{3}:{4}", ( Address >> 24 ) & 0xFFul, ( Address >> 16 ) & 0xFFul, ( Address >> 8 ) & 0xFFul, Address & 0xFFul, ConnectionPort );
}
}
internal static Server FromSteam( Client client, gameserveritem_t item )
{
return new Server()
{
Client = client,
Address = item.m_NetAdr.m_unIP,
ConnectionPort = item.m_NetAdr.m_usConnectionPort,
QueryPort = item.m_NetAdr.m_usQueryPort,
Name = item.m_szServerName,
Ping = item.m_nPing,
GameDir = item.m_szGameDir,
Map = item.m_szMap,
Description = item.m_szGameDescription,
AppId = item.m_nAppID,
Players = item.m_nPlayers,
MaxPlayers = item.m_nMaxPlayers,
BotPlayers = item.m_nBotPlayers,
Passworded = item.m_bPassword,
Secure = item.m_bSecure,
LastTimePlayed = item.m_ulTimeLastPlayed,
Version = item.m_nServerVersion,
Tags = item.m_szGameTags == null ? null : item.m_szGameTags.Split( ',' ),
SteamId = item.m_steamID
};
}
/// <summary>
/// Callback when rules are receieved.
/// The bool is true if server responded properly.
/// </summary>
public Action<bool> OnReceivedRules;
/// <summary>
/// List of server rules. Use HasRules to see if this is safe to access.
/// </summary>
public Dictionary<string, string> Rules;
/// <summary>
/// Returns true if this server has rules
/// </summary>
public bool HasRules { get { return Rules != null && Rules.Count > 0; } }
internal Interop.ServerRules RulesRequest;
/// <summary>
/// Populates Rules for this server
/// </summary>
public void FetchRules()
{
if ( RulesRequest != null )
return;
Rules = new Dictionary<string, string>();
RulesRequest = new Interop.ServerRules( this, Address, QueryPort );
}
internal void OnServerRulesReceiveFinished( bool Success )
{
RulesRequest.Dispose();
RulesRequest = null;
if ( OnReceivedRules != null )
OnReceivedRules( Success );
}
}
}
}