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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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#include "PlayerMsgHandler.h"
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#include "playerlist.h"
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#include "info.h"
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#include "proto_oob.h"
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#include "inetapi.h"
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#include "DialogGameInfo.h"
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extern void v_strncpy(char *dest, const char *src, int bufsize);
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CPlayerMsgHandlerDetails::CPlayerMsgHandlerDetails( CPlayerList *baseobject, CUtlVector<Players_t> *players,HANDLERTYPE type, void *typeinfo /*= NULL*/ )
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: CMsgHandler( type, typeinfo )
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{
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m_pPlayerList = baseobject;
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m_pPlayerNames=players;
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}
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CPlayerMsgHandlerDetails::~CPlayerMsgHandlerDetails()
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{
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// delete m_pPlayerNames;
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}
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//-------------------------------------------------------------------------
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// Purpose: Process cracked message
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//-----------------------------------------------------------------------------
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bool CPlayerMsgHandlerDetails::Process( netadr_t *from, CMsgBuffer *msg )
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{
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m_pPlayerNames->RemoveAll();
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m_pPlayerNames->Purge();
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// Check type of data.
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if (msg->ReadByte() != S2A_PLAYER)
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return false;
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int pNumber;
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pNumber = msg->ReadByte();
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if (pNumber <= 0 || pNumber > 32) // you still need to update the player vector if this happens, the server could be empty
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{
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m_pPlayerList->UpdateServer();
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return false;
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}
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// Read the data
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for (int i = 0; i < pNumber; i++)
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{
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Players_t player;
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memset(&player,0x0,sizeof(Players_t));
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player.userid = msg->ReadByte();
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v_strncpy(player.name ,msg->ReadString(),100);
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player.frags = msg->ReadLong();
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player.time = msg->ReadFloat();
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m_pPlayerNames->AddToTail(player);
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}
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/* serveritem_t server;
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memset(&server, 0, sizeof(server));
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netadr_t netaddr;
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if (net->StringToAdr("192.168.1.66", &netaddr))
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{
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memcpy(server.ip,netaddr.ip,4);
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}
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server.port = 27015;
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CDialogGameInfo *gameDialog = new CDialogGameInfo(NULL, 0,*((int *)server.ip),pNumber);
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gameDialog->Run("Stuff");
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*/
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m_pPlayerList->UpdateServer();
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return true;
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}
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