Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#ifndef PLAYERLIST_H
#define PLAYERLIST_H
#ifdef _WIN32
#pragma once
#endif
#include "server.h"
#include "netadr.h"
#include "utlvector.h"
#include "playermsghandler.h"
#include "Iresponse.h"
class CSocket;
class IResponse;
class CPlayerList: public IResponse
{
public:
CPlayerList(IResponse *target,serveritem_t &server, const char *rconPassword);
~CPlayerList();
// send an rcon command to a server
void SendQuery();
void Refresh();
bool IsRefreshing();
serveritem_t &GetServer();
void RunFrame();
void UpdateServer();
CUtlVector<Players_t> *GetPlayerList();
bool NewPlayerList();
void ServerResponded();
// called when a server response has timed out
void ServerFailedToRespond();
void SetPassword(const char *newPass);
private:
serveritem_t m_Server;
CSocket *m_pQuery; // Game server query socket
CUtlVector<Players_t> m_PlayerList;
IResponse *m_pResponseTarget;
CRcon *m_pRcon;
CPlayerMsgHandlerDetails *m_pPlayerInfoMsg;
bool m_bIsRefreshing;
bool m_bNewPlayerList;
bool m_bRconFailed;
char m_szRconPassword[100];
};
#endif // PLAYERLIST_H