//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //============================================================================= #include "LogMsgHandler.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 //----------------------------------------------------------------------------- CLogMsgHandlerDetails::CLogMsgHandlerDetails(IResponse *baseobject, HANDLERTYPE type, void *typeinfo ) : CMsgHandler( type, typeinfo ) { m_pLogList = baseobject; m_bNewMessage=false; } CLogMsgHandlerDetails::~CLogMsgHandlerDetails() { } //------------------------------------------------------------------------- // Purpose: Process cracked message //----------------------------------------------------------------------------- bool CLogMsgHandlerDetails::Process( netadr_t *from, CMsgBuffer *msg ) { m_bNewMessage=true; v_strncpy(message,msg->ReadString(),512); message[strlen(message)-1]='\n'; message[strlen(message)]='\0'; // now tell the UI we have this new message m_pLogList->ServerResponded(); return true; } //------------------------------------------------------------------------- // Purpose: returns if a new message is waiting //----------------------------------------------------------------------------- bool CLogMsgHandlerDetails::NewMessage() { bool val=m_bNewMessage; m_bNewMessage=false; return val; } //------------------------------------------------------------------------- // Purpose: returns the text contained in the last message recieved //----------------------------------------------------------------------------- const char *CLogMsgHandlerDetails::GetBuf() { return message; }