int receiveMessageLength;
unsigned char receiveMessage[NET_MAXMESSAGE];
+ // used by both NQ and QW protocols
+ unsigned int outgoing_unreliable_sequence;
+
struct netconn_nq_s
{
unsigned int ackSequence;
unsigned int sendSequence;
- unsigned int unreliableSendSequence;
unsigned int receiveSequence;
unsigned int unreliableReceiveSequence;
int incoming_reliable_sequence; // single bit, maintained local
- int outgoing_sequence;
int reliable_sequence; // single bit
int last_reliable_sequence; // sequence number of last send
}
int numbots;
// number of currently connected players that are not bots
int numhumans;
+ // number of free slots
+ int freeslots;
// protocol version
int protocol;
// game data version
SLIF_PROTOCOL,
SLIF_NUMBOTS,
SLIF_NUMHUMANS,
+ SLIF_FREESLOTS,
SLIF_COUNT
} serverlist_infofield_t;
SQS_NONE = 0,
SQS_QUERYING,
SQS_QUERIED,
- SQS_TIMEDOUT
+ SQS_TIMEDOUT,
+ SQS_REFRESHING
} serverlist_query_state;
typedef struct serverlist_entry_s
unsigned querycounter;
// used to calculate ping when update comes in
double querytime;
- // query protocol to use on this server
+ // query protocol to use on this server
int protocol; // may be PROTOCOL_QUAKEWORLD or PROTOCOL_DARKPLACES7
serverlist_info_t info;
extern qboolean serverlist_consoleoutput;
+void ServerList_GetPlayerStatistics(int *numplayerspointer, int *maxplayerspointer);
+
//============================================================================
//
// public network functions
void Net_Stats_f(void);
void Net_Slist_f(void);
void Net_SlistQW_f(void);
+void Net_Refresh_f(void);
// ServerList interface (public)
// manually refresh the view set, do this after having changed the mask or any other flag
void ServerList_RebuildViewList(void);
void ServerList_ResetMasks(void);
-void ServerList_QueryList(qboolean querydp, qboolean queryqw);
+void ServerList_QueryList(qboolean resetcache, qboolean querydp, qboolean queryqw, qboolean consoleoutput);
#endif