mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2024-11-09 01:10:34 +00:00
515 lines
21 KiB
C++
515 lines
21 KiB
C++
/* Copyright (C) 2019 Mr Goldberg
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This file is part of the Goldberg Emulator
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The Goldberg Emulator is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 3 of the License, or (at your option) any later version.
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The Goldberg Emulator is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with the Goldberg Emulator; if not, see
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<http://www.gnu.org/licenses/>. */
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#include "steam_matchmaking_servers.h"
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static void network_callback(void *object, Common_Message *msg)
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{
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PRINT_DEBUG("steam_matchmaking_servers_callback\n");
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Steam_Matchmaking_Servers *obj = (Steam_Matchmaking_Servers *)object;
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obj->Callback(msg);
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}
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Steam_Matchmaking_Servers::Steam_Matchmaking_Servers(class Settings *settings, class Networking *network)
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{
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this->settings = settings;
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this->network = network;
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this->network->setCallback(CALLBACK_ID_GAMESERVER, (uint64) 0, &network_callback, this);
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}
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static int server_list_request;
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// Request a new list of servers of a particular type. These calls each correspond to one of the EMatchMakingType values.
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// Each call allocates a new asynchronous request object.
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// Request object must be released by calling ReleaseRequest( hServerListRequest )
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HServerListRequest Steam_Matchmaking_Servers::RequestInternetServerList( AppId_t iApp, STEAM_ARRAY_COUNT(nFilters) MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse )
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{
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PRINT_DEBUG("RequestInternetServerList\n");
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//TODO
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return RequestLANServerList(iApp, pRequestServersResponse);
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}
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HServerListRequest Steam_Matchmaking_Servers::RequestLANServerList( AppId_t iApp, ISteamMatchmakingServerListResponse *pRequestServersResponse )
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{
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PRINT_DEBUG("RequestLANServerList %u\n", iApp);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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struct Steam_Matchmaking_Request request;
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request.appid = iApp;
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request.callbacks = pRequestServersResponse;
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request.cancelled = false;
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request.completed = false;
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requests.push_back(request);
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++server_list_request;
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requests[requests.size() - 1].id = (void *)server_list_request;
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HServerListRequest id = requests[requests.size() - 1].id;
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PRINT_DEBUG("request id: %p\n", id);
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return id;
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}
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HServerListRequest Steam_Matchmaking_Servers::RequestFriendsServerList( AppId_t iApp, STEAM_ARRAY_COUNT(nFilters) MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse )
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{
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PRINT_DEBUG("RequestFriendsServerList\n");
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//TODO
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return RequestLANServerList(iApp, pRequestServersResponse);
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}
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HServerListRequest Steam_Matchmaking_Servers::RequestFavoritesServerList( AppId_t iApp, STEAM_ARRAY_COUNT(nFilters) MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse )
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{
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PRINT_DEBUG("RequestFavoritesServerList\n");
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//TODO
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return RequestLANServerList(iApp, pRequestServersResponse);
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}
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HServerListRequest Steam_Matchmaking_Servers::RequestHistoryServerList( AppId_t iApp, STEAM_ARRAY_COUNT(nFilters) MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse )
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{
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PRINT_DEBUG("RequestHistoryServerList\n");
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//TODO
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return RequestLANServerList(iApp, pRequestServersResponse);
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}
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HServerListRequest Steam_Matchmaking_Servers::RequestSpectatorServerList( AppId_t iApp, STEAM_ARRAY_COUNT(nFilters) MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse )
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{
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PRINT_DEBUG("RequestSpectatorServerList\n");
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//TODO
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return RequestLANServerList(iApp, pRequestServersResponse);
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}
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// Releases the asynchronous request object and cancels any pending query on it if there's a pending query in progress.
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// RefreshComplete callback is not posted when request is released.
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void Steam_Matchmaking_Servers::ReleaseRequest( HServerListRequest hServerListRequest )
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{
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PRINT_DEBUG("ReleaseRequest %p\n", hServerListRequest);
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auto g = std::begin(requests);
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while (g != std::end(requests)) {
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if (g->id == hServerListRequest) {
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//NOTE: some garbage games release the request before getting server details from it.
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// g = requests.erase(g);
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// } else {
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//TODO: eventually delete the released request.
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g->cancelled = true;
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g->released = true;
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}
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++g;
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}
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}
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/* the filter operation codes that go in the key part of MatchMakingKeyValuePair_t should be one of these:
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"map"
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- Server passes the filter if the server is playing the specified map.
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"gamedataand"
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- Server passes the filter if the server's game data (ISteamGameServer::SetGameData) contains all of the
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specified strings. The value field is a comma-delimited list of strings to match.
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"gamedataor"
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- Server passes the filter if the server's game data (ISteamGameServer::SetGameData) contains at least one of the
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specified strings. The value field is a comma-delimited list of strings to match.
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"gamedatanor"
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- Server passes the filter if the server's game data (ISteamGameServer::SetGameData) does not contain any
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of the specified strings. The value field is a comma-delimited list of strings to check.
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"gametagsand"
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- Server passes the filter if the server's game tags (ISteamGameServer::SetGameTags) contains all
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of the specified strings. The value field is a comma-delimited list of strings to check.
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"gametagsnor"
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- Server passes the filter if the server's game tags (ISteamGameServer::SetGameTags) does not contain any
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of the specified strings. The value field is a comma-delimited list of strings to check.
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"and" (x1 && x2 && ... && xn)
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"or" (x1 || x2 || ... || xn)
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"nand" !(x1 && x2 && ... && xn)
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"nor" !(x1 || x2 || ... || xn)
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- Performs Boolean operation on the following filters. The operand to this filter specifies
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the "size" of the Boolean inputs to the operation, in Key/value pairs. (The keyvalue
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pairs must immediately follow, i.e. this is a prefix logical operator notation.)
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In the simplest case where Boolean expressions are not nested, this is simply
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the number of operands.
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For example, to match servers on a particular map or with a particular tag, would would
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use these filters.
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( server.map == "cp_dustbowl" || server.gametags.contains("payload") )
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"or", "2"
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"map", "cp_dustbowl"
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"gametagsand", "payload"
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If logical inputs are nested, then the operand specifies the size of the entire
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"length" of its operands, not the number of immediate children.
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( server.map == "cp_dustbowl" || ( server.gametags.contains("payload") && !server.gametags.contains("payloadrace") ) )
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"or", "4"
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"map", "cp_dustbowl"
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"and", "2"
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"gametagsand", "payload"
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"gametagsnor", "payloadrace"
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Unary NOT can be achieved using either "nand" or "nor" with a single operand.
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"addr"
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- Server passes the filter if the server's query address matches the specified IP or IP:port.
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"gameaddr"
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- Server passes the filter if the server's game address matches the specified IP or IP:port.
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The following filter operations ignore the "value" part of MatchMakingKeyValuePair_t
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"dedicated"
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- Server passes the filter if it passed true to SetDedicatedServer.
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"secure"
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- Server passes the filter if the server is VAC-enabled.
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"notfull"
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- Server passes the filter if the player count is less than the reported max player count.
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"hasplayers"
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- Server passes the filter if the player count is greater than zero.
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"noplayers"
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- Server passes the filter if it doesn't have any players.
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"linux"
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- Server passes the filter if it's a linux server
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*/
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void Steam_Matchmaking_Servers::server_details(Gameserver *g, gameserveritem_t *server)
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{
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uint16 query_port = g->query_port();
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if (g->query_port() == 0xFFFF) {
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query_port = g->port();
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}
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server->m_NetAdr.Init(g->ip(), query_port, g->port());
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server->m_nPing = 10; //TODO
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server->m_bHadSuccessfulResponse = true;
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server->m_bDoNotRefresh = false;
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strncpy(server->m_szGameDir, g->mod_dir().c_str(), k_cbMaxGameServerGameDir - 1);
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strncpy(server->m_szMap, g->map_name().c_str(), k_cbMaxGameServerMapName - 1);
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strncpy(server->m_szGameDescription, g->game_description().c_str(), k_cbMaxGameServerGameDescription - 1);
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server->m_szGameDir[k_cbMaxGameServerGameDir - 1] = 0;
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server->m_szMap[k_cbMaxGameServerMapName - 1] = 0;
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server->m_szGameDescription[k_cbMaxGameServerGameDescription - 1] = 0;
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server->m_nAppID = g->appid();
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server->m_nPlayers = g->num_players();
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server->m_nMaxPlayers = g->max_player_count();
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server->m_nBotPlayers = g->bot_player_count();
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server->m_bPassword = g->password_protected();
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server->m_bSecure = g->secure();
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server->m_ulTimeLastPlayed = 0;
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server->m_nServerVersion = g->version();
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server->SetName(g->server_name().c_str());
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server->m_steamID = CSteamID((uint64)g->id());
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PRINT_DEBUG("server_details %llu\n", g->id());
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strncpy(server->m_szGameTags, g->tags().c_str(), k_cbMaxGameServerTags - 1);
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server->m_szGameTags[k_cbMaxGameServerTags - 1] = 0;
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}
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// Get details on a given server in the list, you can get the valid range of index
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// values by calling GetServerCount(). You will also receive index values in
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// ISteamMatchmakingServerListResponse::ServerResponded() callbacks
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gameserveritem_t *Steam_Matchmaking_Servers::GetServerDetails( HServerListRequest hRequest, int iServer )
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{
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PRINT_DEBUG("GetServerDetails %p %i\n", hRequest, iServer);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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std::vector <struct Steam_Matchmaking_Servers_Gameserver> gameservers_filtered;
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auto g = std::begin(requests);
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while (g != std::end(requests)) {
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PRINT_DEBUG("equal? %p %p\n", hRequest, g->id);
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if (g->id == hRequest) {
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gameservers_filtered = g->gameservers_filtered;
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PRINT_DEBUG("found %u\n", gameservers_filtered.size());
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break;
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}
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++g;
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}
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if (iServer >= gameservers_filtered.size() || iServer < 0) {
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return NULL;
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}
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Gameserver *gs = &gameservers_filtered[iServer].server;
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gameserveritem_t *server = new gameserveritem_t(); //TODO: is the new here ok?
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server_details(gs, server);
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PRINT_DEBUG("Returned server details\n");
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return server;
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}
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// Cancel an request which is operation on the given list type. You should call this to cancel
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// any in-progress requests before destructing a callback object that may have been passed
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// to one of the above list request calls. Not doing so may result in a crash when a callback
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// occurs on the destructed object.
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// Canceling a query does not release the allocated request handle.
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// The request handle must be released using ReleaseRequest( hRequest )
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void Steam_Matchmaking_Servers::CancelQuery( HServerListRequest hRequest )
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{
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PRINT_DEBUG("CancelQuery %p\n", hRequest);
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auto g = std::begin(requests);
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while (g != std::end(requests)) {
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if (g->id == hRequest) {
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g->cancelled = true;
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}
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++g;
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}
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}
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// Ping every server in your list again but don't update the list of servers
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// Query callback installed when the server list was requested will be used
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// again to post notifications and RefreshComplete, so the callback must remain
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// valid until another RefreshComplete is called on it or the request
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// is released with ReleaseRequest( hRequest )
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void Steam_Matchmaking_Servers::RefreshQuery( HServerListRequest hRequest )
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{
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PRINT_DEBUG("RefreshQuery %p\n", hRequest);
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}
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// Returns true if the list is currently refreshing its server list
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bool Steam_Matchmaking_Servers::IsRefreshing( HServerListRequest hRequest )
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{
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PRINT_DEBUG("IsRefreshing %p\n", hRequest);
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return false;
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}
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// How many servers in the given list, GetServerDetails above takes 0... GetServerCount() - 1
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int Steam_Matchmaking_Servers::GetServerCount( HServerListRequest hRequest )
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{
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PRINT_DEBUG("GetServerCount %p\n", hRequest);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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int size = 0;
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auto g = std::begin(requests);
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while (g != std::end(requests)) {
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if (g->id == hRequest) {
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size = g->gameservers_filtered.size();
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break;
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}
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++g;
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}
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return size;
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}
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// Refresh a single server inside of a query (rather than all the servers )
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void Steam_Matchmaking_Servers::RefreshServer( HServerListRequest hRequest, int iServer )
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{
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PRINT_DEBUG("RefreshServer %p\n", hRequest);
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//TODO
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}
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static HServerQuery new_server_query()
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{
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static int a;
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++a;
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if (!a) ++a;
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return a;
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}
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//-----------------------------------------------------------------------------
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// Queries to individual servers directly via IP/Port
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//-----------------------------------------------------------------------------
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// Request updated ping time and other details from a single server
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HServerQuery Steam_Matchmaking_Servers::PingServer( uint32 unIP, uint16 usPort, ISteamMatchmakingPingResponse *pRequestServersResponse )
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{
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PRINT_DEBUG("PingServer %hhu.%hhu.%hhu.%hhu:%hu\n", ((unsigned char *)&unIP)[3], ((unsigned char *)&unIP)[2], ((unsigned char *)&unIP)[1], ((unsigned char *)&unIP)[0], usPort);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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Steam_Matchmaking_Servers_Direct_IP_Request r;
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r.id = new_server_query();
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r.ip = unIP;
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r.port = usPort;
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r.ping_response = pRequestServersResponse;
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direct_ip_requests.push_back(r);
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return r.id;
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}
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// Request the list of players currently playing on a server
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HServerQuery Steam_Matchmaking_Servers::PlayerDetails( uint32 unIP, uint16 usPort, ISteamMatchmakingPlayersResponse *pRequestServersResponse )
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{
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PRINT_DEBUG("PlayerDetails %hhu.%hhu.%hhu.%hhu:%hu\n", ((unsigned char *)&unIP)[3], ((unsigned char *)&unIP)[2], ((unsigned char *)&unIP)[1], ((unsigned char *)&unIP)[0], usPort);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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Steam_Matchmaking_Servers_Direct_IP_Request r;
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r.id = new_server_query();
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r.ip = unIP;
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r.port = usPort;
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r.players_response = pRequestServersResponse;
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direct_ip_requests.push_back(r);
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return r.id;
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}
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// Request the list of rules that the server is running (See ISteamGameServer::SetKeyValue() to set the rules server side)
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HServerQuery Steam_Matchmaking_Servers::ServerRules( uint32 unIP, uint16 usPort, ISteamMatchmakingRulesResponse *pRequestServersResponse )
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{
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PRINT_DEBUG("ServerRules %hhu.%hhu.%hhu.%hhu:%hu\n", ((unsigned char *)&unIP)[3], ((unsigned char *)&unIP)[2], ((unsigned char *)&unIP)[1], ((unsigned char *)&unIP)[0], usPort);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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Steam_Matchmaking_Servers_Direct_IP_Request r;
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r.id = new_server_query();
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r.ip = unIP;
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r.port = usPort;
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r.rules_response = pRequestServersResponse;
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direct_ip_requests.push_back(r);
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return r.id;
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}
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// Cancel an outstanding Ping/Players/Rules query from above. You should call this to cancel
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// any in-progress requests before destructing a callback object that may have been passed
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// to one of the above calls to avoid crashing when callbacks occur.
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void Steam_Matchmaking_Servers::CancelServerQuery( HServerQuery hServerQuery )
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{
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PRINT_DEBUG("CancelServerQuery\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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auto r = std::find_if(direct_ip_requests.begin(), direct_ip_requests.end(), [&hServerQuery](Steam_Matchmaking_Servers_Direct_IP_Request const& item) { return item.id == hServerQuery; });
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if (direct_ip_requests.end() == r) return;
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direct_ip_requests.erase(r);
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}
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void Steam_Matchmaking_Servers::RunCallbacks()
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{
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PRINT_DEBUG("Steam_Matchmaking_Servers::RunCallbacks\n");
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{
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auto g = std::begin(gameservers);
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while (g != std::end(gameservers)) {
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if (check_timedout(g->last_recv, SERVER_TIMEOUT)) {
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g = gameservers.erase(g);
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PRINT_DEBUG("SERVER TIMEOUT\n");
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} else {
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++g;
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}
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}
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}
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PRINT_DEBUG("REQUESTS %zu gs: %zu\n", requests.size(), gameservers.size());
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for (auto &r : requests) {
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if (r.cancelled || r.completed) continue;
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r.gameservers_filtered.clear();
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for (auto &g : gameservers) {
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if (g.server.appid() == r.appid) {
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PRINT_DEBUG("REQUESTS server found\n");
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r.gameservers_filtered.push_back(g);
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}
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}
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}
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std::vector <struct Steam_Matchmaking_Request> requests_temp(requests);
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PRINT_DEBUG("REQUESTS_TEMP %zu\n", requests_temp.size());
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for (auto &r : requests) {
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r.completed = true;
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}
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for (auto &r : requests_temp) {
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if (r.cancelled || r.completed) continue;
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int i = 0;
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for (auto &g : r.gameservers_filtered) {
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PRINT_DEBUG("REQUESTS server responded cb %p\n", r.id);
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r.callbacks->ServerResponded(r.id, i);
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++i;
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}
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if (i) {
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r.callbacks->RefreshComplete(r.id, eServerResponded);
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} else {
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r.callbacks->RefreshComplete(r.id, eNoServersListedOnMasterServer);
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}
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}
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std::vector <struct Steam_Matchmaking_Servers_Direct_IP_Request> direct_ip_requests_temp = direct_ip_requests;
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direct_ip_requests.clear();
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for (auto &r : direct_ip_requests_temp) {
|
|
PRINT_DEBUG("dip request: %lu:%hu\n", r.ip, r.port);
|
|
for (auto &g : gameservers) {
|
|
PRINT_DEBUG("server: %lu:%hu\n", g.server.ip(), g.server.query_port());
|
|
uint16 query_port = g.server.query_port();
|
|
if (query_port == 0xFFFF) {
|
|
query_port = g.server.port();
|
|
}
|
|
|
|
if (query_port == r.port && g.server.ip() == r.ip) {
|
|
if (r.rules_response) {
|
|
int number_rules = g.server.values().size();
|
|
PRINT_DEBUG("rules: %lu\n", number_rules);
|
|
auto rule = g.server.values().begin();
|
|
for (int i = 0; i < number_rules; ++i) {
|
|
PRINT_DEBUG("RULE %s %s\n", rule->first.c_str(), rule->second.c_str());
|
|
r.rules_response->RulesResponded(rule->first.c_str(), rule->second.c_str());
|
|
++rule;
|
|
}
|
|
|
|
r.rules_response->RulesRefreshComplete();
|
|
r.rules_response = NULL;
|
|
}
|
|
|
|
if (r.ping_response) {
|
|
gameserveritem_t server;
|
|
server_details(&(g.server), &server);
|
|
r.ping_response->ServerResponded(server);
|
|
r.ping_response = NULL;
|
|
}
|
|
//TODO: players response
|
|
}
|
|
}
|
|
|
|
if (r.rules_response) r.rules_response->RulesRefreshComplete();
|
|
//TODO: player response
|
|
if (r.players_response) r.players_response->PlayersRefreshComplete();
|
|
if (r.ping_response) r.ping_response->ServerFailedToRespond();
|
|
}
|
|
}
|
|
|
|
void Steam_Matchmaking_Servers::Callback(Common_Message *msg)
|
|
{
|
|
if (msg->has_gameserver()) {
|
|
if (msg->gameserver().offline()) {
|
|
for (auto &g : gameservers) {
|
|
if (g.server.id() == msg->gameserver().id()) {
|
|
g.last_recv = std::chrono::high_resolution_clock::time_point();
|
|
}
|
|
}
|
|
} else {
|
|
bool already = false;
|
|
for (auto &g : gameservers) {
|
|
if (g.server.id() == msg->gameserver().id()) {
|
|
g.last_recv = std::chrono::high_resolution_clock::now();
|
|
g.server = msg->gameserver();
|
|
g.server.set_ip(msg->source_ip());
|
|
already = true;
|
|
}
|
|
}
|
|
|
|
if (!already) {
|
|
struct Steam_Matchmaking_Servers_Gameserver g;
|
|
g.last_recv = std::chrono::high_resolution_clock::now();
|
|
g.server = msg->gameserver();
|
|
g.server.set_ip(msg->source_ip());
|
|
gameservers.push_back(g);
|
|
PRINT_DEBUG("SERVER ADDED\n");
|
|
}
|
|
}
|
|
}
|
|
}
|