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;
}