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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: defines a RCon class used to send rcon commands to remote servers
//
// $NoKeywords: $
//=============================================================================
#include "rulesinfo.h"
#include "Iresponse.h"
#include "RulesInfoMsgHandler.h"
#include "Socket.h"
#include "proto_oob.h"
#include "DialogGameInfo.h"
extern void v_strncpy(char *dest, const char *src, int bufsize);
CRulesInfo::CRulesInfo(IResponse *target,serveritem_t &server) {
memcpy(&m_Server, &server,sizeof(serveritem_t));
m_pResponseTarget=target;
m_bIsRefreshing=false;
m_vRules=NULL;
int bytecode = S2A_RULES;
m_pQuery = new CSocket("internet rules query", -1);
m_pQuery->AddMessageHandler(new CRulesInfoMsgHandlerDetails(this, CMsgHandler::MSGHANDLER_ALL, &bytecode));
}
CRulesInfo::~CRulesInfo() {
delete m_pQuery;
}
//-----------------------------------------------------------------------------
// Purpose: sends a status query packet to a single server
//-----------------------------------------------------------------------------
void CRulesInfo::Query()
{
CMsgBuffer *buffer = m_pQuery->GetSendBuffer();
assert( buffer );
if ( !buffer )
{
return;
}
m_bIsRefreshing=true;
m_bRefreshed=false;
netadr_t adr;
adr.ip[0] = m_Server.ip[0];
adr.ip[1] = m_Server.ip[1];
adr.ip[2] = m_Server.ip[2];
adr.ip[3] = m_Server.ip[3];
adr.port = (m_Server.port & 0xff) << 8 | (m_Server.port & 0xff00) >> 8;
adr.type = NA_IP;
// Create query message
buffer->Clear();
// Write control sequence
buffer->WriteLong(0xffffffff);
// Write query string
buffer->WriteString("rules");
// Sendmessage
m_pQuery->SendMessage( &adr, buffer );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CRulesInfo::RunFrame()
{
if (m_pQuery)
{
m_pQuery->Frame();
}
}
void CRulesInfo::UpdateServer(netadr_t *adr, CUtlVector<vgui::KeyValues *> *Rules)
{
m_Server.hadSuccessfulResponse = true;
m_vRules=Rules;
m_bIsRefreshing=false;
m_bRefreshed=true;
// notify the UI of the new server info
m_pResponseTarget->ServerResponded();
}
void CRulesInfo::Refresh()
{
Query();
}
bool CRulesInfo::IsRefreshing()
{
return m_bIsRefreshing;
}
serveritem_t &CRulesInfo::GetServer()
{
return m_Server;
}
bool CRulesInfo::Refreshed()
{
bool val = m_bRefreshed;
m_bRefreshed=false;
return val;
}
CUtlVector<vgui::KeyValues *> *CRulesInfo::Rules()
{
return m_vRules;
}
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