38f1ddb...178a853: v0.8.9.1, removed content folder
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.InteropServices;
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using System.Text;
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namespace Facepunch.Steamworks
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{
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public partial class ServerList
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{
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public class Request : IDisposable
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{
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internal Client client;
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internal List<SubRequest> Requests = new List<SubRequest>();
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internal class SubRequest
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{
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internal IntPtr Request;
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internal int Pointer = 0;
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internal List<int> WatchList = new List<int>();
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internal System.Diagnostics.Stopwatch Timer = System.Diagnostics.Stopwatch.StartNew();
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internal bool Update( SteamNative.SteamMatchmakingServers servers, Action<SteamNative.gameserveritem_t> OnServer, Action OnUpdate )
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{
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if ( Request == IntPtr.Zero )
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return true;
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if ( Timer.Elapsed.TotalSeconds < 0.5f )
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return false;
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Timer.Reset();
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Timer.Start();
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bool changes = false;
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//
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// Add any servers we're not watching to our watch list
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//
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var count = servers.GetServerCount( Request );
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if ( count != Pointer )
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{
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for ( int i = Pointer; i < count; i++ )
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{
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WatchList.Add( i );
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}
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}
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Pointer = count;
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//
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// Remove any servers that respond successfully
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//
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WatchList.RemoveAll( x =>
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{
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var info = servers.GetServerDetails( Request, x );
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if ( info.HadSuccessfulResponse )
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{
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OnServer( info );
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changes = true;
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return true;
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}
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return false;
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} );
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//
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// If we've finished refreshing
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//
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if ( servers.IsRefreshing( Request ) == false )
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{
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//
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// Put any other servers on the 'no response' list
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//
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WatchList.RemoveAll( x =>
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{
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var info = servers.GetServerDetails( Request, x );
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OnServer( info );
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return true;
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} );
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servers.CancelQuery( Request );
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Request = IntPtr.Zero;
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changes = true;
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}
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if ( changes && OnUpdate != null )
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OnUpdate();
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return Request == IntPtr.Zero;
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}
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}
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public Action OnUpdate;
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public Action<Server> OnServerResponded;
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public Action OnFinished;
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/// <summary>
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/// A list of servers that responded. If you're only interested in servers that responded since you
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/// last updated, then simply clear this list.
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/// </summary>
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public List<Server> Responded = new List<Server>();
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/// <summary>
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/// A list of servers that were in the master list but didn't respond.
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/// </summary>
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public List<Server> Unresponsive = new List<Server>();
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/// <summary>
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/// True when we have finished
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/// </summary>
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public bool Finished = false;
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internal Request( Client c )
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{
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client = c;
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client.OnUpdate += Update;
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}
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~Request()
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{
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Dispose();
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}
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internal IEnumerable<string> ServerList { get; set; }
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internal Filter Filter { get; set; }
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internal void StartCustomQuery()
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{
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if ( ServerList == null )
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return;
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int blockSize = 16;
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int Pointer = 0;
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while ( true )
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{
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var sublist = ServerList.Skip( Pointer ).Take( blockSize );
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if ( sublist.Count() == 0 )
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break;
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Pointer += sublist.Count();
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var filter = new Filter();
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filter.Add( "or", sublist.Count().ToString() );
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foreach ( var server in sublist )
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{
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filter.Add( "gameaddr", server );
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}
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filter.Start();
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var id = client.native.servers.RequestInternetServerList( client.AppId, filter.NativeArray, (uint)filter.Count, IntPtr.Zero );
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filter.Free();
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AddRequest( id );
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}
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ServerList = null;
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}
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internal void AddRequest( IntPtr id )
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{
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Requests.Add( new SubRequest() { Request = id } );
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}
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private void Update()
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{
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if ( Requests.Count == 0 )
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return;
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for( int i=0; i< Requests.Count(); i++ )
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{
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if ( Requests[i].Update( client.native.servers, OnServer, OnUpdate ) )
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{
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Requests.RemoveAt( i );
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i--;
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}
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}
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if ( Requests.Count == 0 )
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{
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Finished = true;
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client.OnUpdate -= Update;
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OnFinished?.Invoke();
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}
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}
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private void OnServer( SteamNative.gameserveritem_t info )
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{
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if ( info.HadSuccessfulResponse )
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{
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if ( Filter != null && !Filter.Test( info ) )
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return;
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var s = Server.FromSteam( client, info );
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Responded.Add( s );
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OnServerResponded?.Invoke( s );
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}
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else
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{
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Unresponsive.Add( Server.FromSteam( client, info ) );
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}
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}
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/// <summary>
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/// Disposing will end the query
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/// </summary>
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public void Dispose()
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{
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if ( client.IsValid )
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client.OnUpdate -= Update;
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//
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// Cancel the query if it's still running
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//
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foreach( var subRequest in Requests )
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{
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if ( client.IsValid )
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client.native.servers.CancelQuery( subRequest.Request );
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}
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Requests.Clear();
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}
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}
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}
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}
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