/*------------------------------------------------------------------------- * fedsrv\AdminServer.CPP * * Implementation of CAdminServer * * Owner: * * Copyright 1986-1999 Microsoft Corporation, All Rights Reserved *-----------------------------------------------------------------------*/ #include "pch.h" ///////////////////////////////////////////////////////////////////////////// // External References extern Global g; ///////////////////////////////////////////////////////////////////////////// // CAdminServer TC_OBJECT_EXTERN_NON_CREATEABLE_IMPL(CAdminServer) ///////////////////////////////////////////////////////////////////////////// // ISupportsErrorInfo Interface Methods STDMETHODIMP CAdminServer::InterfaceSupportsErrorInfo(REFIID riid) { static const IID* arr[] = { &IID_IAdminServer }; for (int i=0; i < sizeof(arr) / sizeof(arr[0]); i++) { if (InlineIsEqualGUID(*arr[i],riid)) return S_OK; } return S_FALSE; } ///////////////////////////////////////////////////////////////////////////// // IAdminServer Interface Methods /*------------------------------------------------------------------------- * get_Games() *------------------------------------------------------------------------- * Purpose: * * */ STDMETHODIMP CAdminServer::get_Games(IAdminGames** ppAdminGames) { // // Create a Games object // return GetAGCGlobal()->GetAGCObject(CFSMission::GetMissions(), IID_IAdminGames, (void**)ppAdminGames); } /*------------------------------------------------------------------------- * get_cPlayers() *------------------------------------------------------------------------- * Purpose: * Determine the number of players currently playing * */ STDMETHODIMP CAdminServer::get_PlayerCount(long* pVal) { CLEAROUT(pVal, (long)g.pServerCounters->cPlayersOnline); return S_OK; } /*------------------------------------------------------------------------- * get_cMissions() *------------------------------------------------------------------------- * Purpose: * Determine the number of missions (that is, games) currently running * */ STDMETHODIMP CAdminServer::get_MissionCount(long* pVal) { const ListFSMission* plistMission = CFSMission::GetMissions(); CLEAROUT(pVal, (long)plistMission->n()); return S_OK; } /*------------------------------------------------------------------------- * SendMsg() *------------------------------------------------------------------------- * Purpose: * Send a message to everyone on the server * * Note: If no one is in the sector, no messages are sent */ STDMETHODIMP CAdminServer::SendMsg(BSTR bstrMessage) { // Do nothing if specified string is empty if (!BSTRLen(bstrMessage)) return S_OK; // // Iterate thru all missions // const ListFSMission * plistMission = CFSMission::GetMissions(); if (plistMission->n()) { // Convert the specified string to ANSI once USES_CONVERSION; LPCSTR pszMessage = OLE2CA(bstrMessage); // Loop through and send chat to each mission for (LinkFSMission* plinkMission = plistMission->first(); plinkMission; plinkMission = plinkMission->next()) { CFSMission * pfsMission = plinkMission->data(); pfsMission->GetSite()->SendChat( NULL, //from system CHAT_EVERYONE, //send to everyone NA, //no target ship NA, //No voice over pszMessage, c_cidNone, NA, NA, NULL, true); // true means object model generated } } // Indicate success return S_OK; } /*------------------------------------------------------------------------- * CAdminServer::get_Users() *------------------------------------------------------------------------- * Purpose: * Returns the collection of users currently on the server. * */ STDMETHODIMP CAdminServer::get_Users(/*[out, retval]*/ IAdminUsers** ppAdminUsers) { static CAdminSponsor s_UsersSponsor; RETURN_FAILED (s_UsersSponsor.Make(IID_IAdminUsers, (void**)ppAdminUsers)); return S_OK; } /*------------------------------------------------------------------------- * get_FindUser() *------------------------------------------------------------------------- * Purpose: * Converts a user name to an CAdminUser Object. * * Input: * bstr: name of the user. * * Output: * a pointer to an User that cooresponds to the name supplied; or NULL if not found */ STDMETHODIMP CAdminServer::get_FindUser(BSTR bstrName, IAdminUser** ppUser) { *ppUser = NULL; // assume not found for now USES_CONVERSION; char * szName = OLE2A(bstrName); const ListFSMission * plistMission = CFSMission::GetMissions(); for (LinkFSMission * plinkMission = plistMission->first(); plinkMission; plinkMission = plinkMission->next()) { CFSMission* pfsMission = (CFSMission*)(plinkMission->data()); if (pfsMission) { ImissionIGC * pMission = pfsMission->GetIGCMission(); if (pMission) { for (ShipLinkIGC* psl = pMission->GetShips()->first(); (psl != NULL); psl = psl->next()) { CFSShip* pfsShip = (CFSShip*)(psl->data()->GetPrivateData()); if(pfsShip->IsPlayer()) { CFSPlayer * pfsPlayer = pfsShip->GetPlayer(); if (_stricmp(szName, pfsShip->GetName()) == 0) { RETURN_FAILED (pfsPlayer->CAdminSponsor::Make(IID_IAdminUser, (void**)ppUser)); pfsPlayer->CAdminSponsor::GetLimb()->Init(pfsPlayer); return S_OK; } } } } } } return S_OK; // not found, which is ok } /*------------------------------------------------------------------------- * get_LookupUser() *------------------------------------------------------------------------- * Purpose: * Converts a unique id to an CAdminUser Object. * * Input: * id: id of the user. * * Output: * a pointer to an User that cooresponds to the id supplied; or NULL if not found */ STDMETHODIMP CAdminServer::get_LookupUser(AGCUniqueID userid, IAdminUser** ppUser) { *ppUser = NULL; // assume not found for now // CLEAROUT(ppUser, (IAdminUser*)NULL); if ((userid >> 16) != AGC_AdminUser) return S_OK; AdminUserID id = userid & 0x0000FFFF; const ListFSMission * plistMission = CFSMission::GetMissions(); for (LinkFSMission * plinkMission = plistMission->first(); plinkMission; plinkMission = plinkMission->next()) { CFSMission* pfsMission = (CFSMission*)(plinkMission->data()); if (pfsMission) { ImissionIGC * pMission = pfsMission->GetIGCMission(); if (pMission) { for (ShipLinkIGC* psl = pMission->GetShips()->first(); (psl != NULL); psl = psl->next()) { CFSShip* pfsShip = (CFSShip*)(psl->data()->GetPrivateData()); if(pfsShip->IsPlayer()) { CFSPlayer * pfsPlayer = pfsShip->GetPlayer(); if (CAdminUser::DetermineID(pfsPlayer) == id) { RETURN_FAILED (pfsPlayer->CAdminSponsor::Make(IID_IAdminUser, (void**)ppUser)); pfsPlayer->CAdminSponsor::GetLimb()->Init(pfsPlayer); } } } } } } return S_OK; } /*------------------------------------------------------------------------- * get_PacketsInPerSecond() *------------------------------------------------------------------------- */ STDMETHODIMP CAdminServer::get_PacketsIn(long * pVal) { *pVal = 0; return Error("This property is no longer supported. Use AdminSession::PerfCounters now."); } /*------------------------------------------------------------------------- * get_PlayersOnline() *------------------------------------------------------------------------- */ STDMETHODIMP CAdminServer::get_PlayersOnline(long * pVal) { *pVal = 0; return Error("This property is no longer supported. Use AdminSession::PerfCounters now."); } /*------------------------------------------------------------------------- * get_TimeInnerLoop() *------------------------------------------------------------------------- */ STDMETHODIMP CAdminServer::get_TimeInnerLoop(long * pVal) { *pVal = 0; return Error("This property is no longer supported. Use AdminSession::PerfCounters now."); } /*------------------------------------------------------------------------- * get_MachineName() *------------------------------------------------------------------------- */ STDMETHODIMP CAdminServer::get_MachineName(BSTR * pbstrMachine) { char szMachine[64]; if (gethostname(szMachine, sizeof(szMachine)) != 0) { return Error("Cannot determine machine name."); } CComBSTR bstr(szMachine); // Detach the string to the [out] parameter CLEAROUT(pbstrMachine, (BSTR)bstr); bstr.Detach(); return S_OK; } ///////////////////////////////////////////////////////////////////////////// // Sets the LobbyServer onto which this server publishes its games // // Fails if called while any games are in existence. // STDMETHODIMP CAdminServer::put_LobbyServer(BSTR bstrLobbyServer) { #if defined(ALLSRV_STANDALONE) return Error("This method is not intended for standalone servers"); #endif // Connect to the specified lobby, if any if (BSTRLen(bstrLobbyServer)) { USES_CONVERSION; LPCSTR pszLobbyServer = OLE2CA(bstrLobbyServer); // Fail if any games are running and bstrLobbyServer is different if (0 != _stricmp(pszLobbyServer, g.strLobbyServer)) { const ListFSMission * plistMission = CFSMission::GetMissions(); if (plistMission->n()) return Error(IDS_E_LOBBYSERVER_GAMES_EXIST, IID_IAdminServer); } HRESULT hr = ConnectToLobby(NULL); if (FAILED(hr)) { #if !defined(ALLSRV_STANDALONE) _AGCModule.TriggerEvent(NULL, AllsrvEventID_ConnectError, "", -1, -1, -1, 0); #endif // !defined(ALLSRV_STANDALONE) return Error(IDS_E_CONNECT_LOBBY, IID_IAdminServer); } // Save the new LobbyServer value to the registry #if !defined(ALLSRV_STANDALONE) CRegKey key; LONG lr = key.Open(HKEY_LOCAL_MACHINE, HKLM_FedSrv); if (ERROR_SUCCESS != lr) { g.fmLobby.Shutdown(); _AGCModule.TriggerEvent(NULL, AllsrvEventID_ConnectError, "", -1, -1, -1, 0); return HRESULT_FROM_WIN32(lr); } key.SetValue(pszLobbyServer, "LobbyServer"); #endif // !defined(ALLSRV_STANDALONE) } else { // Disconnect from current lobby, if any DisconnectFromLobby(); assert(!g.fmLobby.IsConnected()); g.strLobbyServer.SetEmpty(); } // Indicate success return S_OK; } ///////////////////////////////////////////////////////////////////////////// // // STDMETHODIMP CAdminServer::get_LobbyServer(BSTR* pbstrLobbyServer) { // Get the current "LobbyServer" value CComBSTR bstr(g.strLobbyServer); // Detach to the [out] parameter CLEAROUT(pbstrLobbyServer, (BSTR)bstr); bstr.Detach(); // Return the last HRESULT return S_OK; } ///////////////////////////////////////////////////////////////////////////// // // STDMETHODIMP CAdminServer::CreateDefaultGames() { #if defined(ALLSRV_STANDALONE) // Don't create new games if any games are already there. This is to // prevent starting two copies of the default games. const ListFSMission * plistMission = CFSMission::GetMissions(); if (plistMission->n()) return S_FALSE; StartDefaultGames(); return S_OK; #else return E_NOTIMPL; #endif } ///////////////////////////////////////////////////////////////////////////// // // STDMETHODIMP CAdminServer::get_PublicLobby(VARIANT_BOOL *pVal) { CLEAROUT(pVal, VARBOOL(g.fm.GetHostApplicationGuid() == FEDSRV_GUID)); return S_OK; } ///////////////////////////////////////////////////////////////////////////// // // STDMETHODIMP CAdminServer::put_PublicLobby(VARIANT_BOOL bPublic) { // make sure no games are present; otherwise players could have there sessions // terminated const ListFSMission * plistMission = CFSMission::GetMissions(); if (plistMission->n()) return Error(IDS_E_LOBBYSERVER_GAMES_EXIST, IID_IAdminServer); // // Switch between sessions as needed; Private and Public games use different // session GUIDs // if (bPublic) { if (g.fm.GetHostApplicationGuid() != FEDSRV_GUID) { // if existing session running, kill it if (g.fm.GetHostApplicationGuid() != GUID_NULL) g.fm.Shutdown(); printf("Preparing public session for clients ... "); #if !defined(ALLSRV_STANDALONE) _AGCModule.TriggerEvent(NULL, AllsrvEventID_HostSession, "", -1, -1, -1, 0); #endif HRESULT hr = g.fm.HostSession(FEDSRV_GUID, false, 0 /*g.hPlayerEvent*/, g.fProtocol #if defined(MONOLITHIC_DPLAY) && defined(ALLSRV_STANDALONE) , false #endif ); if (FAILED(hr)) { #if !defined(ALLSRV_STANDALONE) _AGCModule.TriggerEvent(NULL, AllsrvEventID_CantHostSession, "", -1, -1, -1, 0); #endif printf("failed.\n"); return E_FAIL; } printf("succeeded.\n"); } bool bSupposedToConnectToLobby; #if defined(ALLSRV_STANDALONE) bSupposedToConnectToLobby = true; #else bSupposedToConnectToLobby = !g.strLobbyServer.IsEmpty(); #endif if (bSupposedToConnectToLobby) { HRESULT hr = ConnectToLobby(NULL); if (FAILED(hr)) { #if !defined(ALLSRV_STANDALONE) _AGCModule.TriggerEvent(NULL, AllsrvEventID_ConnectError, "", -1, -1, -1, 0); #endif // !defined(ALLSRV_STANDALONE) return Error(IDS_E_CONNECT_LOBBY, IID_IAdminServer); } } else { #if !defined(ALLSRV_STANDALONE) _AGCModule.TriggerEvent(NULL, AllsrvEventID_NoLobby, "", -1, -1, -1, 0); #endif } } else { #if !defined(ALLSRV_STANDALONE) return Error("Only standalone servers can have private games"); #endif // // Setup the private session for standalone server // if (g.fm.GetHostApplicationGuid() != FEDSRV_STANDALONE_PRIVATE_GUID) { // if existing session running, kill it if (g.fm.GetHostApplicationGuid() != GUID_NULL) g.fm.Shutdown(); printf("Preparing LAN session for clients ... "); #if !defined(ALLSRV_STANDALONE) _AGCModule.TriggerEvent(NULL, AllsrvEventID_HostSession, "", -1, -1, -1, 0); #endif HRESULT hr = g.fm.HostSession(FEDSRV_STANDALONE_PRIVATE_GUID, false, 0 /*g.hPlayerEvent*/, g.fProtocol #if defined(MONOLITHIC_DPLAY) && defined(ALLSRV_STANDALONE) , false #endif ); if (FAILED(hr)) { #if !defined(ALLSRV_STANDALONE) _AGCModule.TriggerEvent(NULL, AllsrvEventID_CantHostSession, "", -1, -1, -1, 0); #endif printf("failed.\n"); return E_FAIL; } printf("succeeded.\n"); } } return S_OK; }