Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#include "PlayerMsgHandler.h"
#include "playerlist.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
//-----------------------------------------------------------------------------
CPlayerMsgHandlerDetails::CPlayerMsgHandlerDetails( CPlayerList *baseobject, CUtlVector<Players_t> *players,HANDLERTYPE type, void *typeinfo /*= NULL*/ )
: CMsgHandler( type, typeinfo )
{
m_pPlayerList = baseobject;
m_pPlayerNames=players;
}
CPlayerMsgHandlerDetails::~CPlayerMsgHandlerDetails()
{
// delete m_pPlayerNames;
}
//-------------------------------------------------------------------------
// Purpose: Process cracked message
//-----------------------------------------------------------------------------
bool CPlayerMsgHandlerDetails::Process( netadr_t *from, CMsgBuffer *msg )
{
m_pPlayerNames->RemoveAll();
m_pPlayerNames->Purge();
// Check type of data.
if (msg->ReadByte() != S2A_PLAYER)
return false;
int pNumber;
pNumber = msg->ReadByte();
if (pNumber <= 0 || pNumber > 32) // you still need to update the player vector if this happens, the server could be empty
{
m_pPlayerList->UpdateServer();
return false;
}
// Read the data
for (int i = 0; i < pNumber; i++)
{
Players_t player;
memset(&player,0x0,sizeof(Players_t));
player.userid = msg->ReadByte();
v_strncpy(player.name ,msg->ReadString(),100);
player.frags = msg->ReadLong();
player.time = msg->ReadFloat();
m_pPlayerNames->AddToTail(player);
}
/* serveritem_t server;
memset(&server, 0, sizeof(server));
netadr_t netaddr;
if (net->StringToAdr("192.168.1.66", &netaddr))
{
memcpy(server.ip,netaddr.ip,4);
}
server.port = 27015;
CDialogGameInfo *gameDialog = new CDialogGameInfo(NULL, 0,*((int *)server.ip),pNumber);
gameDialog->Run("Stuff");
*/
m_pPlayerList->UpdateServer();
return true;
}