Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#include "LogMsgHandler.h"
#include "info.h"
#include "proto_oob.h"
#include "inetapi.h"
#include "DialogGameInfo.h"
extern void v_strncpy(char *dest, const char *src, int bufsize);
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CLogMsgHandlerDetails::CLogMsgHandlerDetails(IResponse *baseobject, HANDLERTYPE type, void *typeinfo ) : CMsgHandler( type, typeinfo ) { m_pLogList = baseobject; m_bNewMessage=false; }
CLogMsgHandlerDetails::~CLogMsgHandlerDetails() { }
//-------------------------------------------------------------------------
// Purpose: Process cracked message
//-----------------------------------------------------------------------------
bool CLogMsgHandlerDetails::Process( netadr_t *from, CMsgBuffer *msg ) {
m_bNewMessage=true; v_strncpy(message,msg->ReadString(),512); message[strlen(message)-1]='\n'; message[strlen(message)]='\0';
// now tell the UI we have this new message
m_pLogList->ServerResponded();
return true; }
//-------------------------------------------------------------------------
// Purpose: returns if a new message is waiting
//-----------------------------------------------------------------------------
bool CLogMsgHandlerDetails::NewMessage() { bool val=m_bNewMessage; m_bNewMessage=false; return val; }
//-------------------------------------------------------------------------
// Purpose: returns the text contained in the last message recieved
//-----------------------------------------------------------------------------
const char *CLogMsgHandlerDetails::GetBuf() { return message; }
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