Esempio n. 1
0
bool CScreenJoin::PreState_Startup()
{
	IServerDirectory *pServerDir = g_pClientMultiplayerMgr->GetServerDir();
	// Make a serverdir if we don't have one
	// Note : Find a way to put this back in the game client shell!!!  It has to be
	// here right now so that we can delete it when we start up a server..
	// NYI NYI NYI
	if (!pServerDir)
	{
		pServerDir = Factory_Create_IServerDirectory_Titan();
		g_pClientMultiplayerMgr->SetServerDir(pServerDir);
		// Set the game's name
		pServerDir->SetGameName("TheOperative2");
		// Set the version
		pServerDir->SetVersion(g_pVersionMgr->GetBuild());
		// Set up the packet header
		CAutoMessage cMsg;
		cMsg.Writeuint8(11); // CMSG_MESSAGE
		cMsg.Writeuint8(MID_MULTIPLAYER_SERVERDIR);
		pServerDir->SetNetHeader(*cMsg.Read());
	}

	// Load the default CD key
	if (pServerDir->GetCDKey(&m_sCurCDKey))
		m_pCDKeyCtrl->SetString(1,m_sCurCDKey.c_str());

	bool bResult = true;
	bResult &= pServerDir->QueueRequest(IServerDirectory::eRequest_MOTD);
	bResult &= pServerDir->QueueRequest(IServerDirectory::eRequest_Version);
	if (!bResult)
	{
		ChangeState(eState_Error);
		return false;
	}

	// Set the CD key
	pServerDir->SetCDKey(m_sCurCDKey.c_str());

	bResult &= pServerDir->QueueRequest(IServerDirectory::eRequest_Validate_CDKey);
	if (!bResult)
	{
		ChangeState(eState_ChangeCDKey);
		return false;
	}

	return bResult;
}
Esempio n. 2
0
void CScreenMulti::RequestValidate()
{
	IServerDirectory *pServerDir = g_pClientMultiplayerMgr->GetServerDir();
	// Load the default CD key
	pServerDir->GetCDKey(&m_sCurCDKey);
	if (!pServerDir->SetCDKey(m_sCurCDKey.c_str()))
		m_sCurCDKey = "";	
	
	m_pCDKeyCtrl->SetString(1,m_sCurCDKey.c_str());

	if (m_sCurCDKey.empty())
	{
		m_pJoin->Enable(LTFALSE);
		m_pHost->Enable(LTFALSE);
		m_eCurState = eState_NoCDKey;

		MBCreate mb;
		g_pInterfaceMgr->ShowMessageBox(IDS_NO_CDKEY,&mb);

		return;

	}

	if( pServerDir->IsCDKeyValid( ))
	{
		if (m_sSysMOTD.empty() ||  m_sGameMOTD.empty())
			RequestMOTD();
		else
		{
			m_pJoin->Enable(LTTRUE);
			m_pHost->Enable(LTTRUE);
			m_eCurState = eState_Ready;
		}
		return;
	};

	m_pJoin->Enable(LTFALSE);
	m_pHost->Enable(LTFALSE);
	bool bResult = true;
	
	bResult &= pServerDir->QueueRequest(IServerDirectory::eRequest_Validate_CDKey);
	if (bResult)
	{
		g_pLTClient->CPrint( "QueueRequest(IServerDirectory::eRequest_Validate_CDKey)");
		m_eCurState = eState_ValidateCDKey;
		m_pWaitText->SetString(LoadTempString(IDS_VALIDATING));
		m_pWait->Show(LTTRUE);
		SetCapture(m_pWait);

	}
	else
	{
		g_pLTClient->CPrint( "QueueRequest(IServerDirectory::eRequest_Validate_CDKey) : FAILED");
		if (m_pScreenMgr->GetLastScreenID() == SCREEN_ID_MAIN)
		{
			MBCreate mb;
			g_pInterfaceMgr->ShowMessageBox(IDS_CDKEY_INVALID,&mb);

		}
		m_pWait->Show(LTFALSE);
		if (GetCapture() == m_pWait)
			SetCapture(NULL);
		m_eCurState = eState_NoCDKey;
	}
}
Esempio n. 3
0
bool CScreenPreload::UpdateCDKeyValidation( )
{
	switch( m_eValidatingCDKeyState )
	{
		case kValidatingCDKeyState_None:
		{
			// Not validating cdkey, so we're done.
			return true;
			break;
		}
		case kValidatingCDKeyState_Start:
		{
			IServerDirectory *pServerDir = g_pClientMultiplayerMgr->GetServerDir();
			if( !pServerDir )
			{
				pServerDir = g_pClientMultiplayerMgr->CreateServerDir( );
			}

			// Need to ask serverdir what the cdkey is from registry then set it.
			std::string sCDKey;
			pServerDir->GetCDKey( &sCDKey );
			if( !pServerDir->SetCDKey( sCDKey.c_str( )))
			{
				FailCDKey( );
				return false;
			}

			if( !pServerDir->QueueRequest(IServerDirectory::eRequest_Validate_CDKey))
			{
				FailCDKey( );
				return false;
			}

			m_eValidatingCDKeyState = kValidatingCDKeyState_Waiting;
			break;
		}
		case kValidatingCDKeyState_Waiting:
		{
			IServerDirectory *pServerDir = g_pClientMultiplayerMgr->GetServerDir();

			// Are we still waiting?
			switch (pServerDir->GetCurStatus())
			{
				case IServerDirectory::eStatus_Processing : 
				{
					// Still waiting for response.
					break;
				}
				case IServerDirectory::eStatus_Waiting : 
				{
					// If we reach the waiting state, we're done.
					m_eValidatingCDKeyState = kValidatingCDKeyState_None;
					return true;
					break;
				}
				case IServerDirectory::eStatus_Error : 
				{
					FailCDKey( );
					break;
				}
				default :
				{
					ASSERT(!"Unknown directory status encountered");

					FailCDKey( );
					break;
				}
			}

			break;
		}
	}

	return false;
}