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