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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef SERVER_CLASS_H
#define SERVER_CLASS_H
#ifdef _WIN32
#pragma once
#endif
#include "tier0/dbg.h"
#include "dt_send.h"
#include "networkstringtabledefs.h"
class ServerClass; class SendTable;
extern ServerClass *g_pServerClassHead;
class ServerClass { public: ServerClass( char *pNetworkName, SendTable *pTable ) { m_pNetworkName = pNetworkName; m_pTable = pTable; m_InstanceBaselineIndex = INVALID_STRING_INDEX; // g_pServerClassHead is sorted alphabetically, so find the correct place to insert
if ( !g_pServerClassHead ) { g_pServerClassHead = this; m_pNext = NULL; } else { ServerClass *p1 = g_pServerClassHead; ServerClass *p2 = p1->m_pNext;
// Comment from Alfred on 7/2/2004 6:43:24 PM in CL 91253, //ValveGames/main/src/public/server_class.h#18:
// ---> use _stricmp because Q_stricmp isn't hooked up properly yet
// [Sergiy, 10/19/2009] hooking up V_stricmp
if ( V_stricmp( p1->GetName(), pNetworkName ) > 0) { m_pNext = g_pServerClassHead; g_pServerClassHead = this; p1 = NULL; }
while( p1 ) { if ( p2 == NULL || V_stricmp( p2->GetName(), pNetworkName ) > 0) { m_pNext = p2; p1->m_pNext = this; break; } p1 = p2; p2 = p2->m_pNext; } } }
const char* GetName() { return m_pNetworkName; }
public: char *m_pNetworkName; SendTable *m_pTable; ServerClass *m_pNext; int m_ClassID; // Managed by the engine.
// This is an index into the network string table (sv.GetInstanceBaselineTable()).
int m_InstanceBaselineIndex; // INVALID_STRING_INDEX if not initialized yet.
};
class CBaseNetworkable;
// If you do a DECLARE_SERVERCLASS, you need to do this inside the class definition.
#define DECLARE_SERVERCLASS() \
public: \ virtual ServerClass* GetServerClass(); \ static SendTable *m_pClassSendTable; \ template <typename T> friend int ServerClassInit(T *); \ virtual int YouForgotToImplementOrDeclareServerClass(); \
#define DECLARE_SERVERCLASS_NOBASE() \
public: \ template <typename T> friend int ServerClassInit(T *); \
// Use this macro to expose your class's data across the network.
#define IMPLEMENT_SERVERCLASS( DLLClassName, sendTable ) \
IMPLEMENT_SERVERCLASS_INTERNAL( DLLClassName, sendTable )
// You can use this instead of BEGIN_SEND_TABLE and it will do a DECLARE_SERVERCLASS automatically.
#define IMPLEMENT_SERVERCLASS_ST(DLLClassName, sendTable) \
IMPLEMENT_SERVERCLASS_INTERNAL( DLLClassName, sendTable )\ BEGIN_SEND_TABLE(DLLClassName, sendTable)
#define IMPLEMENT_SERVERCLASS_ST_NOBASE(DLLClassName, sendTable) \
IMPLEMENT_SERVERCLASS_INTERNAL( DLLClassName, sendTable )\ BEGIN_SEND_TABLE_NOBASE( DLLClassName, sendTable )
#ifdef VALIDATE_DECLARE_CLASS
#define CHECK_DECLARE_CLASS( DLLClassName, sendTable ) \
template <typename T> int CheckDeclareClass_Access(T *); \ template <> int CheckDeclareClass_Access<sendTable::ignored>(sendTable::ignored *, const char *pIgnored) \ { \ return DLLClassName::CheckDeclareClass( #DLLClassName ); \ } \ namespace sendTable \ { \ int verifyDeclareClass = CheckDeclareClass_Access( (sendTable::ignored*)0 ); \ } #else
#define CHECK_DECLARE_CLASS( DLLClassName, sendTable )
#endif
#define IMPLEMENT_SERVERCLASS_INTERNAL( DLLClassName, sendTable ) \
namespace sendTable \ { \ struct ignored; \ extern SendTable g_SendTable; \ } \ CHECK_DECLARE_CLASS( DLLClassName, sendTable ) \ static ServerClass g_##DLLClassName##_ClassReg(\ #DLLClassName, \
&sendTable::g_SendTable\ ); \ \ ServerClass* DLLClassName::GetServerClass() {return &g_##DLLClassName##_ClassReg;} \ SendTable *DLLClassName::m_pClassSendTable = &sendTable::g_SendTable;\ int DLLClassName::YouForgotToImplementOrDeclareServerClass() {return 0;}
#endif
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