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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef NETWORKVAR_H
#define NETWORKVAR_H
#ifdef _WIN32
#pragma once
#endif
#include "tier0/dbg.h"
#include "tier0/platform.h"
#include "convar.h"
#if defined( CLIENT_DLL ) || defined( GAME_DLL )
#include "basehandle.h"
#endif
#pragma warning( disable : 4284 ) // warning C4284: return type for 'CNetworkVarT<int>::operator ->' is 'int *' (ie; not a UDT or reference to a UDT. Will produce errors if applied using infix notation)
#define MyOffsetOf( type, var ) ( (int)(intp)&((type*)0)->var )
#ifdef _DEBUG
#undef new
extern bool g_bUseNetworkVars; #define CHECK_USENETWORKVARS if(g_bUseNetworkVars)
// Use START_ and END_CHECK_USENETWORKVARS if your code is longer than one line.
#define START_CHECK_USENETWORKVARS if(g_bUseNetworkVars) {
#define END_CHECK_USENETWORKVARS }
#else
#define CHECK_USENETWORKVARS // don't check for g_bUseNetworkVars
#define START_CHECK_USENETWORKVARS
#define END_CHECK_USENETWORKVARS
#endif
//
// Networkvar flags.
//
#define NETWORKVAR_IS_A_VECTOR 0x0001 // Is it any type of network vector?
#define NETWORKVAR_VECTOR_XYZ_FLAG 0x0002 // Is it a CNetworkVectorXYZ?
#define NETWORKVAR_VECTOR_XY_SEPARATEZ_FLAG 0x0004 // Is it a CNetworkVectorXY_SeparateZ?
#define NETWORKVAR_ALL_FLAGS ( NETWORKVAR_IS_A_VECTOR | NETWORKVAR_VECTOR_XYZ_FLAG | NETWORKVAR_VECTOR_XY_SEPARATEZ_FLAG )
// network vars use memcmp when fields are set. To ensure proper behavior your
// object's memory should be initialized to zero. This happens for entities automatically
// use this for other classes.
class CMemZeroOnNew { public: void *operator new( size_t nSize ) { void *pMem = MemAlloc_Alloc( nSize ); V_memset( pMem, 0, nSize ); return pMem; }
void* operator new( size_t nSize, int nBlockUse, const char *pFileName, int nLine ) { void *pMem = MemAlloc_Alloc( nSize, pFileName, nLine ); V_memset( pMem, 0, nSize ); return pMem; }
void operator delete(void *pData) { if ( pData ) { g_pMemAlloc->Free(pData); } }
void operator delete( void* pData, int nBlockUse, const char *pFileName, int nLine ) { if ( pData ) { g_pMemAlloc->Free(pData, pFileName, nLine ); } } };
inline int InternalCheckDeclareClass( const char *pClassName, const char *pClassNameMatch, void *pTestPtr, void *pBasePtr ) { // This makes sure that casting from ThisClass to BaseClass works right. You'll get a compiler error if it doesn't
// work at all, and you'll get a runtime error if you use multiple inheritance.
Assert( pTestPtr == pBasePtr ); // This is triggered by IMPLEMENT_SERVER_CLASS. It does DLLClassName::CheckDeclareClass( #DLLClassName ).
// If they didn't do a DECLARE_CLASS in DLLClassName, then it'll be calling its base class's version
// and the class names won't match.
Assert( (void*)pClassName == (void*)pClassNameMatch ); return 0; }
template <typename T> inline int CheckDeclareClass_Access( T *, const char *pShouldBe ) { return T::CheckDeclareClass( pShouldBe ); }
#ifndef _STATIC_LINKED
#ifdef _MSC_VER
#if defined(_DEBUG) && (_MSC_VER > 1200 )
#define VALIDATE_DECLARE_CLASS 1
#endif
#endif
#endif
#ifdef VALIDATE_DECLARE_CLASS
#define DECLARE_CLASS( className, baseClassName ) \
typedef baseClassName BaseClass; \ typedef className ThisClass; \ template <typename T> friend int CheckDeclareClass_Access(T *, const char *pShouldBe); \ static int CheckDeclareClass( const char *pShouldBe ) \ { \ InternalCheckDeclareClass( pShouldBe, #className, (ThisClass*)0xFFFFF, (BaseClass*)(ThisClass*)0xFFFFF ); \ return CheckDeclareClass_Access( (BaseClass *)NULL, #baseClassName ); \ }
// Use this macro when you have a base class, but it's part of a library that doesn't use network vars
// or any of the things that use ThisClass or BaseClass.
#define DECLARE_CLASS_GAMEROOT( className, baseClassName ) \
typedef baseClassName BaseClass; \ typedef className ThisClass; \ template <typename T> friend int CheckDeclareClass_Access(T *, const char *pShouldBe); \ static int CheckDeclareClass( const char *pShouldBe ) \ { \ return InternalCheckDeclareClass( pShouldBe, #className, (ThisClass*)0xFFFFF, (BaseClass*)(ThisClass*)0xFFFFF ); \ }
// Deprecated macro formerly used to work around VC++98 bug
#define DECLARE_CLASS_NOFRIEND( className, baseClassName ) \
DECLARE_CLASS( className, baseClassName )
#define DECLARE_CLASS_NOBASE( className ) \
typedef className ThisClass; \ template <typename T> friend int CheckDeclareClass_Access(T *, const char *pShouldBe); \ static int CheckDeclareClass( const char *pShouldBe ) \ { \ return InternalCheckDeclareClass( pShouldBe, #className, 0, 0 ); \ }
#else
#define DECLARE_CLASS( className, baseClassName ) \
typedef baseClassName BaseClass; \ typedef className ThisClass;
#define DECLARE_CLASS_GAMEROOT( className, baseClassName ) DECLARE_CLASS( className, baseClassName )
#define DECLARE_CLASS_NOFRIEND( className, baseClassName ) DECLARE_CLASS( className, baseClassName )
#define DECLARE_CLASS_NOBASE( className ) typedef className ThisClass;
#endif
// All classes that contain CNetworkVars need a NetworkStateChanged() function. If the class is not an entity,
// it needs to forward the call to the entity it's in. These macros can help.
// These macros setup an entity pointer in your class. Use IMPLEMENT_NETWORKVAR_CHAIN before you do
// anything inside the class itself.
class CBaseEntity; class CAutoInitEntPtr { public: CAutoInitEntPtr() { m_pEnt = NULL; } CBaseEntity *m_pEnt; };
//TODO: Currently, these don't get the benefit of tracking changes to individual vars.
// Would be nice if they did.
#define DECLARE_NETWORKVAR_CHAIN() \
CAutoInitEntPtr __m_pChainEntity; \ void NetworkStateChanged() { CHECK_USENETWORKVARS __m_pChainEntity.m_pEnt->NetworkStateChanged(); } \ void NetworkStateChanged( void *pVar ) { CHECK_USENETWORKVARS __m_pChainEntity.m_pEnt->NetworkStateChanged(); }
#define IMPLEMENT_NETWORKVAR_CHAIN( varName ) \
(varName)->__m_pChainEntity.m_pEnt = this;
// Use this macro when you want to embed a structure inside your entity and have CNetworkVars in it.
template< class T > static inline void DispatchNetworkStateChanged( T *pObj ) { CHECK_USENETWORKVARS pObj->NetworkStateChanged(); } template< class T > static inline void DispatchNetworkStateChanged( T *pObj, void *pVar ) { CHECK_USENETWORKVARS pObj->NetworkStateChanged( pVar ); }
#define DECLARE_EMBEDDED_NETWORKVAR() \
template <typename T> friend int ServerClassInit( T * ); \ template <typename T> friend int ClientClassInit( T * ); \ virtual void NetworkStateChanged() {} virtual void NetworkStateChanged( void *pProp ) {}
template < typename T, typename ContainingClass, typename GetOffset > class NetworkVarEmbedded : public T { private: // NOTE: Assignment operator is disabled because it doesn't call copy constructors of scalar types within the aggregate, so they are not marked changed
template< class U > NetworkVarEmbedded& operator=( U &&val ) = delete;
T& Data() { return *this; } const T& Data() const { return *this; }
public: operator const T& () const { return Data(); } // $$$REI TODO: Why doesn't this implementation work as an assignment operator?
template< typename U > void CopyFrom( U&& src ) { Data() = Forward<U>( src ); NetworkStateChanged(); }
const T* Get( void ) const { return &Data(); } T* Get( void ) { return &Data(); }
ContainingClass* GetEmbeddedVarOuterPtr() { return ( ContainingClass* )( ( ( char* )this ) - GetOffset::Get() ); } virtual void NetworkStateChanged() { ContainingClass *pOuter = GetEmbeddedVarOuterPtr(); DispatchNetworkStateChanged( pOuter ); }
virtual void NetworkStateChanged( void *pVar ) { ContainingClass *pOuter = GetEmbeddedVarOuterPtr(); DispatchNetworkStateChanged( pOuter, pVar ); } };
#define CNetworkVarEmbedded( type, name ) \
struct GetOffset_##name{ static FORCEINLINE int Get() { return MyOffsetOf( ThisClass, name ); } }; \ typedef NetworkVarEmbedded< type, ThisClass, GetOffset_##name > NetworkVar_##name; \ friend class NetworkVarEmbedded< type, ThisClass, GetOffset_##name >; \ NetworkVar_##name name;
// Zero the object -- necessary for CNetworkVar and possibly other cases.
template<typename T> FORCEINLINE void EnsureValidValue( T &x ) { x = T(0); } // For types that cannot compile the line above (such as QAngle, Vector, etc.)
// define a EnsureValidValue overload in the appropriate header files.
class CNetworkVarFlagsBase { public: // A combination of NETWORKVAR_ flags. SendProps store these for additional information
// about what kind of CNetworkVar the SendProp is linked to.
static FORCEINLINE int GetNetworkVarFlags() { return 0; } };
// when we box ints into floats, the comparison of floats doesn't work
template <typename T> inline bool NetworkParanoidUnequal( const T &a, const T &b ) { return a != b; }
template <> inline bool NetworkParanoidUnequal( const float &a, const float &b ) { //return 0 != memcmp( &a, &b, sizeof( a ) );
union { float f32; uint32 u32; } p, q; p.f32 = a; q.f32 = b; return p.u32 != q.u32; }
template <> inline bool NetworkParanoidUnequal( const double &a, const double &b ) { // return 0 != memcmp( &a, &b, sizeof( a ) );
union { double f64; uint64 u64; } p, q; p.f64 = a; q.f64 = b; return p.u64 != q.u64; }
template< class Type, class Changer > class CNetworkVarBase : public CNetworkVarFlagsBase { public: CNetworkVarBase() { // Always initialize m_Value. Not doing this means that the initial behavior
// is random. For float types this random behavior can persist arbitrarily
// long because of our non-IEEE comparisons which may make NaN be equal to
// everything.
EnsureValidValue( m_Value ); }
FORCEINLINE explicit CNetworkVarBase( Type val ) : m_Value( val ) { NetworkStateChanged(); }
FORCEINLINE const Type& SetDirect( const Type &val ) { NetworkStateChanged(); m_Value = val; return m_Value; }
FORCEINLINE const Type& Set( const Type &val ) { if ( NetworkParanoidUnequal( m_Value, val ) ) { NetworkStateChanged(); m_Value = val; } return m_Value; } template< class C > FORCEINLINE const Type& operator=( const C &val ) { return Set( ( const Type )val ); }
template< class C > FORCEINLINE const Type& operator=( const CNetworkVarBase< C, Changer > &val ) { return Set( ( const Type )val.m_Value ); }
FORCEINLINE Type& GetForModify() { NetworkStateChanged(); return m_Value; }
template< class C > FORCEINLINE const Type& operator+=( const C &val ) { return Set( m_Value + ( const Type )val ); }
template< class C > FORCEINLINE const Type& operator-=( const C &val ) { return Set( m_Value - ( const Type )val ); } template< class C > FORCEINLINE const Type& operator/=( const C &val ) { return Set( m_Value / ( const Type )val ); } template< class C > FORCEINLINE const Type& operator*=( const C &val ) { return Set( m_Value * ( const Type )val ); } template< class C > FORCEINLINE const Type& operator^=( const C &val ) { return Set( m_Value ^ ( const Type )val ); }
template< class C > FORCEINLINE const Type& operator|=( const C &val ) { return Set( m_Value | ( const Type )val ); }
FORCEINLINE const Type& operator++() { return (*this += 1); }
FORCEINLINE Type operator--() { return (*this -= 1); } FORCEINLINE Type operator++( int ) // postfix version..
{ Type val = m_Value; (*this += 1); return val; }
FORCEINLINE Type operator--( int ) // postfix version..
{ Type val = m_Value; (*this -= 1); return val; } // For some reason the compiler only generates type conversion warnings for this operator when used like
// CNetworkVarBase<unsigned char> = 0x1
// (it warns about converting from an int to an unsigned char).
template< class C > FORCEINLINE const Type& operator&=( const C &val ) { return Set( m_Value & ( const Type )val ); }
FORCEINLINE operator const Type&() const { return m_Value; } FORCEINLINE const Type& Get() const { return m_Value; } FORCEINLINE const Type* operator->() const { return &m_Value; }
Type m_Value;
protected: FORCEINLINE void NetworkStateChanged() { Changer::NetworkStateChanged( this ); } FORCEINLINE void NetworkStateChanged( void *pVar ) { Changer::NetworkStateChanged( this, pVar ); } };
#include "networkvar_vector.h"
template< class Type, class Changer > class CNetworkColor32Base : public CNetworkVarBase< Type, Changer > { typedef CNetworkVarBase< Type, Changer > base; public: inline void Init( byte rVal, byte gVal, byte bVal ) { SetR( rVal ); SetG( gVal ); SetB( bVal ); } inline void Init( byte rVal, byte gVal, byte bVal, byte aVal ) { SetR( rVal ); SetG( gVal ); SetB( bVal ); SetA( aVal ); }
const Type& operator=( const Type &val ) { return this->Set( val ); }
const Type& operator=( const CNetworkColor32Base<Type,Changer> &val ) { return base::Set( val.m_Value ); } inline byte GetR() const { return this->m_Value.r; } inline byte GetG() const { return this->m_Value.g; } inline byte GetB() const { return this->m_Value.b; } inline byte GetA() const { return this->m_Value.a; } inline void SetR( byte val ) { SetVal( this->m_Value.r, val ); } inline void SetG( byte val ) { SetVal( this->m_Value.g, val ); } inline void SetB( byte val ) { SetVal( this->m_Value.b, val ); } inline void SetA( byte val ) { SetVal( this->m_Value.a, val ); }
protected: inline void SetVal( byte &out, const byte &in ) { if ( out != in ) { this->NetworkStateChanged(); out = in; } } };
// Network quaternion wrapper.
template< class Type, class Changer > class CNetworkQuaternionBase : public CNetworkVarBase< Type, Changer > { typedef CNetworkVarBase< Type, Changer > base; public: inline void Init( float ix=0, float iy=0, float iz=0, float iw = 0 ) { base::Set( Quaternion( ix, iy, iz, iw ) ); } const Type& operator=( const Type &val ) { return Set( val ); }
const Type& operator=( const CNetworkQuaternionBase<Type,Changer> &val ) { return Set( val.m_Value ); }
inline float GetX() const { return this->m_Value.x; } inline float GetY() const { return this->m_Value.y; } inline float GetZ() const { return this->m_Value.z; } inline float GetW() const { return this->m_Value.w; } inline float operator[]( int i ) const { return this->m_Value[i]; }
inline void SetX( float val ) { DetectChange( this->m_Value.x, val ); } inline void SetY( float val ) { DetectChange( this->m_Value.y, val ); } inline void SetZ( float val ) { DetectChange( this->m_Value.z, val ); } inline void SetW( float val ) { DetectChange( this->m_Value.w, val ); } inline void Set( int i, float val ) { DetectChange( this->m_Value[i], val ); }
bool operator==( const Type &val ) const { return !NetworkParanoidUnequal( this->m_Value, ( Type )val ); }
bool operator!=( const Type &val ) const { return NetworkParanoidUnequal( this->m_Value, val ); }
const Type operator+( const Type &val ) const { return this->m_Value + val; }
const Type operator-( const Type &val ) const { return this->m_Value - val; }
const Type operator*( const Type &val ) const { return this->m_Value * val; }
const Type& operator*=( float val ) { return Set( this->m_Value * val ); }
const Type operator*( float val ) const { return this->m_Value * val; }
const Type operator/( const Type &val ) const { return this->m_Value / val; }
private: inline void DetectChange( float &out, float in ) { if ( NetworkParanoidUnequal( out, in ) ) { this->NetworkStateChanged(); out = in; } } };
// Network ehandle wrapper.
#if defined( CLIENT_DLL ) || defined( GAME_DLL )
template< class Type, class Changer > class CNetworkHandleBase : public CNetworkVarBase< CBaseHandle, Changer > { typedef CNetworkVarBase< CBaseHandle, Changer > base; public: const Type* operator=( const Type *val ) { return Set( val ); } const Type& operator=( const CNetworkHandleBase<Type,Changer> &val ) { const CBaseHandle &handle = CNetworkVarBase<CBaseHandle,Changer>::Set( val.m_Value ); return *(const Type*)handle.Get(); }
bool operator !() const { return !this->m_Value.Get(); } operator Type*() const { return static_cast< Type* >( this->m_Value.Get() ); }
const Type* Set( const Type *val ) { if ( CNetworkHandleBase<Type,Changer>::m_Value != val ) { this->NetworkStateChanged(); CNetworkHandleBase<Type,Changer>::m_Value = val; } return val; } Type* Get() const { return static_cast< Type* >( CNetworkHandleBase<Type,Changer>::m_Value.Get() ); }
Type* operator->() const { return static_cast< Type* >( CNetworkHandleBase<Type,Changer>::m_Value.Get() ); }
bool operator==( const Type *val ) const { return CNetworkHandleBase<Type,Changer>::m_Value == val; }
bool operator!=( const Type *val ) const { return CNetworkHandleBase<Type,Changer>::m_Value != val; } };
#define CNetworkHandle( type, name ) CNetworkHandleInternal( type, name, NetworkStateChanged )
#define CNetworkHandleInternal( type, name, stateChangedFn ) \
NETWORK_VAR_START( type, name ) \ NETWORK_VAR_END( type, name, CNetworkHandleBase, stateChangedFn ) #endif
// Use this macro to define a network variable.
#define CNetworkVar( type, name ) \
NETWORK_VAR_START( type, name ) \ NETWORK_VAR_END( type, name, CNetworkVarBase, NetworkStateChanged )
// Use this macro when you have a base class with a variable, and it doesn't have that variable in a SendTable,
// but a derived class does. Then, the entity is only flagged as changed when the variable is changed in
// an entity that wants to transmit the variable.
#define CNetworkVarForDerived( type, name ) \
virtual void NetworkStateChanged_##name() {} \ virtual void NetworkStateChanged_##name( void *pVar ) {} \ NETWORK_VAR_START( type, name ) \ NETWORK_VAR_END( type, name, CNetworkVarBase, NetworkStateChanged_##name )
#define CNetworkHandleForDerived( type, name ) \
virtual void NetworkStateChanged_##name() {} \ virtual void NetworkStateChanged_##name( void *pVar ) {} \ CNetworkHandleInternal( type, name, NetworkStateChanged_##name ) #define CNetworkArrayForDerived( type, name, count ) \
virtual void NetworkStateChanged_##name() {} \ virtual void NetworkStateChanged_##name( void *pVar ) {} \ CNetworkArrayInternal( type, name, count, NetworkStateChanged_##name )
#define IMPLEMENT_NETWORK_VAR_FOR_DERIVED( name ) \
virtual void NetworkStateChanged_##name() { CHECK_USENETWORKVARS NetworkStateChanged(); } \ virtual void NetworkStateChanged_##name( void *pVar ) { CHECK_USENETWORKVARS NetworkStateChanged( pVar ); }
// This virtualizes the change detection on the variable, but it is ON by default.
// Use this when you have a base class in which MOST of its derived classes use this variable
// in their SendTables, but there are a couple that don't (and they
// can use DISABLE_NETWORK_VAR_FOR_DERIVED).
#define CNetworkVarForDerived_OnByDefault( type, name ) \
virtual void NetworkStateChanged_##name() { CHECK_USENETWORKVARS NetworkStateChanged(); } \ virtual void NetworkStateChanged_##name( void *pVar ) { CHECK_USENETWORKVARS NetworkStateChanged( pVar ); } \ NETWORK_VAR_START( type, name ) \ NETWORK_VAR_END( type, name, CNetworkVarBase, NetworkStateChanged_##name )
#define DISABLE_NETWORK_VAR_FOR_DERIVED( name ) \
virtual void NetworkStateChanged_##name() {} \ virtual void NetworkStateChanged_##name( void *pVar ) {}
#define CNetworkQuaternion( name ) \
NETWORK_VAR_START( Quaternion, name ) \ NETWORK_VAR_END( Quaternion, name, CNetworkQuaternionBase, NetworkStateChanged )
// Helper for color32's. Contains GetR(), SetR(), etc.. functions.
#define CNetworkColor32( name ) \
NETWORK_VAR_START( color32, name ) \ NETWORK_VAR_END( color32, name, CNetworkColor32Base, NetworkStateChanged )
#define CNetworkString( name, length ) \
class NetworkVar_##name; \ friend class NetworkVar_##name; \ typedef ThisClass MakeANetworkVar_##name; \ class NetworkVar_##name : public CNetworkVarFlagsBase\ { \ public: \ operator const char*() const { return m_Value; } \ const char* Get() const { return m_Value; } \ char* GetForModify() \ { \ NetworkStateChanged(); \ return m_Value; \ } \ protected: \ inline void NetworkStateChanged() \ { \ START_CHECK_USENETWORKVARS \ ThisClass *pThis = ((ThisClass*)(((char*)this) - MyOffsetOf(ThisClass,name))); \ pThis->NetworkStateChanged(); \ END_CHECK_USENETWORKVARS \ } \ private: \ char m_Value[length]; \ }; \ typedef NetworkVar_##name NetworkVarType_##name; \ NetworkVar_##name name;
// Use this to define networked arrays.
// You can access elements for reading with operator[], and you can set elements with the Set() function.
#define CNetworkArrayInternal( type, name, count, stateChangedFn ) \
class NetworkVar_##name; \ friend class NetworkVar_##name; \ typedef ThisClass MakeANetworkVar_##name; \ class NetworkVar_##name \ { \ public: \ template <typename T> friend int ServerClassInit(T *); \ const type& operator[]( int i ) const \ { \ return Get( i ); \ } \ \ const type& Get( int i ) const \ { \ Assert( i >= 0 && i < count ); \ return m_Value[i]; \ } \ \ type& GetForModify( int i ) \ { \ Assert( i >= 0 && i < count ); \ NetworkStateChanged( i ); \ return m_Value[i]; \ } \ \ void Set( int i, const type &val ) \ { \ Assert( i >= 0 && i < count ); \ if( memcmp( &m_Value[i], &val, sizeof(type) ) ) \ { \ NetworkStateChanged( i ); \ m_Value[i] = val; \ } \ } \ const type* Base() const { return m_Value; } \ int Count() const { return count; } \ type m_Value[count]; \ protected: \ inline void NetworkStateChanged( int index ) \ { \ START_CHECK_USENETWORKVARS \ ThisClass *pThis = ((ThisClass*)(((char*)this) - MyOffsetOf(ThisClass,name))); \ pThis->stateChangedFn( &m_Value[index] ); \ END_CHECK_USENETWORKVARS \ } \ }; \ NetworkVar_##name name;
#define CNetworkArray( type, name, count ) CNetworkArrayInternal( type, name, count, NetworkStateChanged )
// Internal macros used in definitions of network vars.
#define NETWORK_VAR_START( networkVarType, networkVarName ) \
class NetworkVar_##networkVarName; \ friend class NetworkVar_##networkVarName; \ typedef ThisClass MakeANetworkVar_##networkVarName; \ class NetworkVar_##networkVarName \ { \ public: \ template <typename T> friend int ServerClassInit(T *);
// pChangedPtr could be the Y or Z component of a vector, so possibly != to pNetworkVar.
#define NETWORK_VAR_END( networkVarType, networkVarName, baseClassName, stateChangedFn ) \
public: \ static inline void NetworkStateChanged( void *pNetworkVar, void *pChangedPtr ) \ { \ START_CHECK_USENETWORKVARS \ ThisClass *pThis = ( (ThisClass*)(((char*)pNetworkVar) - MyOffsetOf(ThisClass,networkVarName)) ); \ pThis->stateChangedFn( pChangedPtr ); \ END_CHECK_USENETWORKVARS \ } \ static inline void NetworkStateChanged( void *pNetworkVar ) \ { \ NetworkStateChanged( pNetworkVar, pNetworkVar ); \ } \ }; \ typedef baseClassName< networkVarType, NetworkVar_##networkVarName > NetworkVarType_##networkVarName; \ baseClassName< networkVarType, NetworkVar_##networkVarName > networkVarName;
#endif // NETWORKVAR_H
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