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game/shared/econ/econ_game_account_server.h
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98
game/shared/econ/econ_game_account_server.h
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//========= Copyright (c), Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Holds the CEconGameServerAccount object
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef ECON_GAME_SERVER_ACCOUNT_H
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#define ECON_GAME_SERVER_ACCOUNT_H
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#ifdef _WIN32
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#pragma once
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#endif
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enum eGameServerOrigin
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{
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kGSAOrigin_Player = 0,
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kGSAOrigin_Support = 1,
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kGSAOrigin_AutoRegister = 2, // for valve-owned servers
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};
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enum eGameServerScoreStanding
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{
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kGSStanding_Good,
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kGSStanding_Bad,
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};
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enum eGameServerScoreStandingTrend
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{
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kGSStandingTrend_Up,
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kGSStandingTrend_SteadyUp,
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kGSStandingTrend_Steady,
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kGSStandingTrend_SteadyDown,
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kGSStandingTrend_Down,
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};
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#ifdef GC
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#include "gcsdk/schemasharedobject.h"
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//---------------------------------------------------------------------------------
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// Purpose:
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//---------------------------------------------------------------------------------
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class CEconGameServerAccount : public GCSDK::CSchemaSharedObject< CSchGameServerAccount, k_EEconTypeGameServerAccount >
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{
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#ifdef GC_DLL
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DECLARE_CLASS_MEMPOOL( CEconGameServerAccount );
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#endif
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public:
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CEconGameServerAccount() {}
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CEconGameServerAccount( uint32 unAccountID )
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{
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Obj().m_unAccountID = unAccountID;
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}
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};
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void GameServerAccount_GenerateIdentityToken( char* pIdentityToken, uint32 unMaxChars );
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#endif // GC
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inline const char *GameServerAccount_GetStandingString( eGameServerScoreStanding standing )
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{
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const char *pStanding = "Good";
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switch ( standing )
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{
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case kGSStanding_Good:
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pStanding = "Good";
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break;
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case kGSStanding_Bad:
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pStanding = "Bad";
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break;
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} // switch
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return pStanding;
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}
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inline const char *GameServerAccount_GetStandingTrendString( eGameServerScoreStandingTrend trend )
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{
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const char *pStandingTrend = "Steady";
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switch ( trend )
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{
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case kGSStandingTrend_Up:
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pStandingTrend = "Upward Fast";
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break;
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case kGSStandingTrend_SteadyUp:
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pStandingTrend = "Slightly Upward";
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break;
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case kGSStandingTrend_Steady:
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pStandingTrend = "Steady";
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break;
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case kGSStandingTrend_SteadyDown:
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pStandingTrend = "Slightly Downward";
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break;
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case kGSStandingTrend_Down:
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pStandingTrend = "Downward Fast";
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break;
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} // switch
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return pStandingTrend;
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}
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#endif //ECON_GAME_SERVER_ACCOUNT_H
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