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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef CREATEMULTIPLAYERGAMESERVERPAGE_H
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#define CREATEMULTIPLAYERGAMESERVERPAGE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include <vgui_controls/Frame.h>
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#include <vgui_controls/Button.h>
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#include <vgui_controls/ComboBox.h>
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//-----------------------------------------------------------------------------
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// Purpose: Data describing a single server
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//-----------------------------------------------------------------------------
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struct serveritem_t
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{
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serveritem_t()
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{
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pings[0] = 0;
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pings[1] = 0;
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pings[2] = 0;
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}
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unsigned char ip[4];
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int port;
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int received;
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float time;
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int ping; // current ping time, derived from pings[]
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int pings[3]; // last 3 ping times
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bool hadSuccessfulResponse; // server has responded successfully in the past
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bool doNotRefresh; // server is marked as not responding and should no longer be refreshed
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char gameDir[32]; // current game directory
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char map[32]; // current map
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char gameDescription[64]; // game description
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char name[64]; // server name
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int players;
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int maxPlayers;
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int botPlayers;
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bool proxy;
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bool password;
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bool secure;
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bool loadedFromFile; // true if this entry was loaded from file rather than comming from the master
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unsigned int serverID;
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int listEntryID;
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char rconPassword[64]; // the rcon password for this server
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};
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//-----------------------------------------------------------------------------
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// Purpose: server options page of the create game server dialog
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//-----------------------------------------------------------------------------
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class CCreateMultiplayerGameServerPage : public vgui::Frame
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{
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DECLARE_CLASS_SIMPLE( CCreateMultiplayerGameServerPage, vgui::Frame );
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public:
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CCreateMultiplayerGameServerPage(vgui::Panel *parent, const char *name);
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~CCreateMultiplayerGameServerPage();
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// returns currently entered information about the server
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int GetMaxPlayers() { return m_iMaxPlayers; }
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const char *GetPassword() { return m_szPassword; }
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const char *GetHostName() { return m_szHostName; }
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const char *GetMapName();
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const char *GetModName() { return m_szMod; }
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const char *GetGameName() { return m_szGameName; }
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void LoadMapList();
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int LoadMaps( const char *pszMod );
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virtual void OnCommand(const char *cmd);
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virtual void OnResetData();
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void GetServer(serveritem_t &s);
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const char *GetRconPassword();
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private:
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enum { MAX_PLAYERS = 32 };
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enum { DATA_STR_LENGTH = 64 };
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void LoadConfig();
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void SaveConfig();
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void SetConfig(const char *serverName, const char *rconPassword, int maxPlayers, const char *map, const char *mod, int network, int secure, int port);
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bool LaunchOldDedicatedServer( KeyValues *pGameInfo );
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//void OnCommand(const char *text);
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void LoadMODList();
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void LoadModListInDirectory( const char *pDirectoryName );
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void LoadPossibleMod( const char *pGameDirName );
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void AddMod( const char *pGameDirName, const char *pGameInfoFilename, KeyValues *pGameInfo );
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bool BadRconChars(const char *pass);
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vgui::ComboBox *m_pGameCombo;
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vgui::ComboBox *m_pMapList;
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vgui::ComboBox *m_pNumPlayers;
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vgui::ComboBox *m_pNetworkCombo;
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vgui::Button *m_pStartServerButton;
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vgui::Button *m_pCancelButton;
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vgui::CheckButton *m_pSecureCheck;
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MESSAGE_FUNC_PTR( OnTextChanged, "TextChanged", panel );
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serveritem_t m_iServer;
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char m_szHostName[DATA_STR_LENGTH];
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char m_szPassword[DATA_STR_LENGTH];
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char m_szMapName[DATA_STR_LENGTH];
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char m_szMod[DATA_STR_LENGTH];
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char m_szGameName[DATA_STR_LENGTH];
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char m_szExtra[DATA_STR_LENGTH*2];
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int m_iMaxPlayers;
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int m_iPort;
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vgui::Panel *m_MainPanel;
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KeyValues *m_pSavedData; // data to save away
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KeyValues *m_pGameInfo;
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};
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#endif // CREATEMULTIPLAYERGAMESERVERPAGE_H
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