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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 IGAMELIST_H
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#define IGAMELIST_H
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#ifdef _WIN32
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#pragma once
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#endif
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class gameserveritem_t;
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#if defined( STEAM )
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#include "steam2common.h"
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#include "FindSteam2Servers.h"
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#else
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#include "steamcommon.h"
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#include "FindSteamServers.h"
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#endif
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#include "netadr.h"
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typedef enum
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{
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SERVERVERSION_SAME_VERSION = 0,
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SERVERVERSION_SERVER_OLD,
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SERVERVERSION_SERVER_NEWER
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} SERVERVERSION;
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struct serverdisplay_t
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{
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serverdisplay_t()
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{
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m_iListID = -1;
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m_iServerID = -1;
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m_bDoNotRefresh = true;
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}
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int m_iListID; // the VGUI2 list panel index for displaying this server
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int m_iServerID; // the matchmaking interface index for this server
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bool m_bDoNotRefresh;
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bool operator==( const serverdisplay_t &rhs ) const { return rhs.m_iServerID == m_iServerID; }
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};
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//-----------------------------------------------------------------------------
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// Purpose: Interface to accessing a game list
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//-----------------------------------------------------------------------------
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class IGameList
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{
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public:
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enum InterfaceItem_e
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{
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FILTERS,
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GETNEWLIST,
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ADDSERVER,
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ADDCURRENTSERVER,
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};
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// returns true if the game list supports the specified ui elements
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virtual bool SupportsItem(InterfaceItem_e item) = 0;
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// starts the servers refreshing
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virtual void StartRefresh() = 0;
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// gets a new server list
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virtual void GetNewServerList() = 0;
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// stops current refresh/GetNewServerList()
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virtual void StopRefresh() = 0;
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// returns true if the list is currently refreshing servers
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virtual bool IsRefreshing() = 0;
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// gets information about specified server
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virtual gameserveritem_t *GetServer(unsigned int serverID) = 0;
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// called when Connect button is pressed
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virtual void OnBeginConnect() = 0;
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// invalid server index
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virtual int GetInvalidServerListID() = 0;
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// Get code to use for tracking how people are connecting to servers
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virtual const char *GetConnectCode() = 0;
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};
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#endif // IGAMELIST_H
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