text: /*
  ===========================================================================
  
  Doom 3 BFG Edition GPL Source Code
  Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. 
  
  This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").  
  
  Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
  it under the terms of the GNU General Public License as published by
  the Free Software Foundation, either version 3 of the License, or
  (at your option) any later version.
  
  Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
  but WITHOUT ANY WARRANTY; without even the implied warranty of
  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
  GNU General Public License for more details.
  
  You should have received a copy of the GNU General Public License
  along with Doom 3 BFG Edition Source Code.  If not, see <http://www.gnu.org/licenses/>.
  
  In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code.  If not, please request a copy in writing from id Software at the address below.
  
  If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
  
  ===========================================================================
  */
  #pragma hdrstop
  #include "../idlib/precompiled.h"
  #include "sys_lobby_backend.h"
  #include "sys_lobby_backend_direct.h"
  
  extern idCVar net_port;
  
  extern idLobbyToSessionCB * lobbyToSessionCB;
  
  /*
  ========================
  idLobbyBackendDirect::idLobbyBackendWin
  ========================
  */
  idLobbyBackendDirect::idLobbyBackendDirect() {
  	state = STATE_INVALID;
  }
  
  /*
  ========================
  idLobbyBackendDirect::StartHosting
  ========================
  */
  void idLobbyBackendDirect::StartHosting( const idMatchParameters & p, float skillLevel, lobbyBackendType_t type ) {
  	NET_VERBOSE_PRINT( "idLobbyBackendDirect::StartHosting\n" );
  
  	isLocal = MatchTypeIsLocal( p.matchFlags );
  	isHost	= true;
  
  	state	= STATE_READY;
  	isLocal = true;
  }
  
  /*
  ========================
  idLobbyBackendDirect::StartFinding
  ========================
  */
  void idLobbyBackendDirect::StartFinding( const idMatchParameters & p, int numPartyUsers, float skillLevel ) {
  	isLocal = MatchTypeIsLocal( p.matchFlags );
  	isHost	= false;
  
  	if ( lobbyToSessionCB->CanJoinLocalHost() ) {
  		state = STATE_READY;
  	} else {
  		state = STATE_FAILED;
  	}
  }
  
  /*
  ========================
  idLobbyBackendDirect::GetSearchResults
  ========================
  */
  void idLobbyBackendDirect::GetSearchResults( idList< lobbyConnectInfo_t > & searchResults ) {
  	lobbyConnectInfo_t fakeResult;
  	searchResults.Clear();
  	searchResults.Append( fakeResult );
  }
  
  /*
  ========================
  idLobbyBackendDirect::JoinFromConnectInfo
  ========================
  */
  void idLobbyBackendDirect::JoinFromConnectInfo( const lobbyConnectInfo_t & connectInfo ) {
  	if ( lobbyToSessionCB->CanJoinLocalHost() ) {
  		Sys_StringToNetAdr( "localhost", &address, true );
  		address.port = net_port.GetInteger();
  	} else {
  		address = connectInfo.netAddr;
  	}
  
  	state		= STATE_READY;
  	isLocal		= false;
  	isHost		= false;
  }
  
  /*
  ========================
  idLobbyBackendDirect::Shutdown
  ========================
  */
  void idLobbyBackendDirect::Shutdown() {
  	state = STATE_SHUTDOWN;
  }
  
  /*
  ========================
  idLobbyBackendDirect::BecomeHost
  ========================
  */
  void idLobbyBackendDirect::BecomeHost( int numInvites ) {
  }
  
  /*
  ========================
  idLobbyBackendDirect::FinishBecomeHost
  ========================
  */
  void idLobbyBackendDirect::FinishBecomeHost() {
  	isHost = true;
  }
  
  /*
  ========================
  idLobbyBackendDirect::GetOwnerAddress
  ========================
  */
  void idLobbyBackendDirect::GetOwnerAddress( lobbyAddress_t & outAddr ) {
  	outAddr.netAddr = address;
  	state			= STATE_READY;
  }
  
  /*
  ========================
  idLobbyBackendDirect::SetIsJoinable
  ========================
  */
  void idLobbyBackendDirect::SetIsJoinable( bool joinable ) {
  }
  
  /*
  ========================
  idLobbyBackendDirect::GetConnectInfo
  ========================
  */
  lobbyConnectInfo_t idLobbyBackendDirect::GetConnectInfo() {
  	lobbyConnectInfo_t connectInfo;
  
  	// If we aren't the host, this lobby should have been joined through JoinFromConnectInfo
  	if ( IsHost() ) {
  		// If we are the host, give them our ip address
  		const char * ip = Sys_GetLocalIP( 0 );
  		Sys_StringToNetAdr( ip, &address, false );
  		address.port = net_port.GetInteger();
  	}
  
  	connectInfo.netAddr = address;
  
  	return connectInfo;
  }
  
  /*
  ========================
  idLobbyBackendDirect::IsOwnerOfConnectInfo
  ========================
  */
  bool idLobbyBackendDirect::IsOwnerOfConnectInfo( const lobbyConnectInfo_t & connectInfo ) const {
  	return Sys_CompareNetAdrBase( address, connectInfo.netAddr );
  }
  
  /*
  ========================
  idLobbyBackendDirect::Pump
  ========================
  */
  void idLobbyBackendDirect::Pump() {
  }
  
  /*
  ========================
  idLobbyBackendDirect::UpdateMatchParms
  ========================
  */
  void idLobbyBackendDirect::UpdateMatchParms( const idMatchParameters & p ) {
  }
  
  /*
  ========================
  idLobbyBackendDirect::UpdateLobbySkill
  ========================
  */
  void idLobbyBackendDirect::UpdateLobbySkill( float lobbySkill ) {
  }
  
  /*
  ========================
  idLobbyBackendDirect::SetInGame
  ========================
  */
  void idLobbyBackendDirect::SetInGame( bool value ) {
  }
  
  /*
  ========================
  idLobbyBackendDirect::RegisterUser
  ========================
  */
  void idLobbyBackendDirect::RegisterUser( lobbyUser_t * user, bool isLocal ) {
  }
  
  /*
  ========================
  idLobbyBackendDirect::UnregisterUser
  ========================
  */
  void idLobbyBackendDirect::UnregisterUser( lobbyUser_t * user, bool isLocal ) {
  }
  