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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 PLAYERLIST_H
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#define PLAYERLIST_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "server.h"
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#include "netadr.h"
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#include "utlvector.h"
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#include "playermsghandler.h"
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#include "Iresponse.h"
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class CSocket;
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class IResponse;
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class CPlayerList: public IResponse
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{
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public:
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CPlayerList(IResponse *target,serveritem_t &server, const char *rconPassword);
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~CPlayerList();
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// send an rcon command to a server
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void SendQuery();
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void Refresh();
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bool IsRefreshing();
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serveritem_t &GetServer();
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void RunFrame();
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void UpdateServer();
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CUtlVector<Players_t> *GetPlayerList();
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bool NewPlayerList();
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void ServerResponded();
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// called when a server response has timed out
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void ServerFailedToRespond();
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void SetPassword(const char *newPass);
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private:
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serveritem_t m_Server;
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CSocket *m_pQuery; // Game server query socket
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CUtlVector<Players_t> m_PlayerList;
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IResponse *m_pResponseTarget;
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CRcon *m_pRcon;
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CPlayerMsgHandlerDetails *m_pPlayerInfoMsg;
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bool m_bIsRefreshing;
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bool m_bNewPlayerList;
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bool m_bRconFailed;
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char m_szRconPassword[100];
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};
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#endif // PLAYERLIST_H
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