Counter Strike : Global Offensive Source Code
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

414 lines
11 KiB

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "LocalNetworkBackdoor.h"
#include "server_class.h"
#include "client_class.h"
#include "server.h"
#include "eiface.h"
#include "cdll_engine_int.h"
#include "dt_localtransfer.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
CLocalNetworkBackdoor *g_pLocalNetworkBackdoor = NULL;
#ifndef DEDICATED
// This is called
void CLocalNetworkBackdoor::InitFastCopy()
{
if ( !GetBaseLocalClient().m_NetChannel->IsLoopback() )
return;
const CStandardSendProxies *pSendProxies = serverGameDLL->GetStandardSendProxies();
const CStandardRecvProxies *pRecvProxies = g_ClientDLL->GetStandardRecvProxies();
int nFastCopyProps = 0;
int nSlowCopyProps = 0;
for ( int iClass=0; iClass < GetBaseLocalClient().m_nServerClasses; iClass++ )
{
ClientClass *pClientClass = GetBaseLocalClient().GetClientClass(iClass);
if ( !pClientClass )
Error( "InitFastCopy - missing client class %d (Should be equivelent of server class: %s)", iClass, GetBaseLocalClient().m_pServerClasses[iClass].m_ClassName );
ServerClass *pServerClass = SV_FindServerClass( pClientClass->GetName() );
if ( !pServerClass )
Error( "InitFastCopy - missing server class %s", pClientClass->GetName() );
LocalTransfer_InitFastCopy(
pServerClass->m_pTable,
pSendProxies,
pClientClass->m_pRecvTable,
pRecvProxies,
nSlowCopyProps,
nFastCopyProps
);
}
int percentFast = (nFastCopyProps * 100 ) / (nSlowCopyProps + nFastCopyProps + 1);
if ( percentFast <= 45 )
{
// This may not be a real problem, but at the time this code was added, 67% of the
// properties were able to be copied without proxies. If percentFast goes to 0 or some
// really low number suddenly, then something probably got screwed up.
Assert( false );
Warning( "InitFastCopy: only %d%% fast props. Bug?\n", percentFast );
}
}
#endif //DEDICATED
void CLocalNetworkBackdoor::StartEntityStateUpdate()
{
m_EntsAlive.ClearAll();
m_nEntsCreated = 0;
m_nEntsChanged = 0;
// signal client that we start updating entities
ClientDLL_FrameStageNotify( FRAME_NET_UPDATE_START );
}
void CLocalNetworkBackdoor::EndEntityStateUpdate()
{
MDLCACHE_CRITICAL_SECTION_( g_pMDLCache );
ClientDLL_FrameStageNotify( FRAME_NET_UPDATE_POSTDATAUPDATE_START );
// Handle entities created.
int i;
for ( i=0; i < m_nEntsCreated; i++ )
{
int iEdict = m_EntsCreatedIndices[i];
CCachedEntState *pCached = &m_CachedEntState[iEdict];
IClientNetworkable *pNet = pCached->m_pNetworkable;
pNet->PostDataUpdate( DATA_UPDATE_CREATED );
pNet->NotifyShouldTransmit( SHOULDTRANSMIT_START );
pCached->m_bDormant = false;
}
// Handle entities changed.
for ( i=0; i < m_nEntsChanged; i++ )
{
int iEdict = m_EntsChangedIndices[i];
m_CachedEntState[iEdict].m_pNetworkable->PostDataUpdate( DATA_UPDATE_DATATABLE_CHANGED );
}
ClientDLL_FrameStageNotify( FRAME_NET_UPDATE_POSTDATAUPDATE_END );
// Handle entities removed (= SV_WriteDeletions() in normal mode)
int nDWords = m_PrevEntsAlive.GetNumDWords();
// Handle entities removed.
for ( i=0; i < nDWords; i++ )
{
unsigned long prevEntsAlive = m_PrevEntsAlive.GetDWord( i );
unsigned long entsAlive = m_EntsAlive.GetDWord( i );
unsigned long toDelete = (prevEntsAlive ^ entsAlive) & prevEntsAlive;
if ( toDelete )
{
for ( int iBit=0; iBit < 32; iBit++ )
{
if ( toDelete & (1 << iBit) )
{
int iEdict = (i<<5) + iBit;
if ( iEdict < MAX_EDICTS )
{
if ( m_CachedEntState[iEdict].m_pNetworkable )
{
m_CachedEntState[iEdict].m_pNetworkable->Release();
m_CachedEntState[iEdict].m_pNetworkable = NULL;
}
else
{
AssertOnce( !"EndEntityStateUpdate: Would have crashed with NULL m_pNetworkable\n" );
}
}
else
{
AssertOnce( !"EndEntityStateUpdate: Would have crashed with entity out of range\n" );
}
}
}
}
}
// Remember the previous state of which entities were around.
m_PrevEntsAlive = m_EntsAlive;
// end of all entity update activity
ClientDLL_FrameStageNotify( FRAME_NET_UPDATE_END );
/*
#ifdef _DEBUG
for ( i=0; i <= highest_index; i++ )
{
if ( !( m_EntsAlive[i>>5] & (1 << (i & 31)) ) )
Assert( !m_CachedEntState[i].m_pNetworkable );
if ( ( m_EntsAlive[i>>5] & (1 << (i & 31)) ) &&
( m_EntsCreated[i>>5] & (1 << (i & 31)) ) )
{
Assert( FindInList( m_EntsCreatedIndices, m_nEntsCreated, i ) );
}
if ( (m_EntsAlive[i>>5] & (1 << (i & 31))) &&
!(m_EntsCreated[i>>5] & (1 << (i & 31))) &&
(m_EntsChanged[i>>5] & (1 << (i & 31)))
)
{
Assert( FindInList( m_EntsChangedIndices, m_nEntsChanged, i ) );
}
}
#endif
*/
}
void CLocalNetworkBackdoor::EntityDormant( int iEnt, int iSerialNum )
{
CCachedEntState *pCached = &m_CachedEntState[iEnt];
IClientNetworkable *pNet = pCached->m_pNetworkable;
Assert( pNet == entitylist->GetClientNetworkable( iEnt ) );
if ( pNet )
{
Assert( pCached->m_iSerialNumber == pNet->GetIClientUnknown()->GetRefEHandle().GetSerialNumber() );
if ( pCached->m_iSerialNumber == iSerialNum )
{
m_EntsAlive.Set( iEnt );
// Tell the game code that this guy is now dormant.
Assert( pCached->m_bDormant == pNet->IsDormant() );
if ( !pCached->m_bDormant )
{
pNet->NotifyShouldTransmit( SHOULDTRANSMIT_END );
pCached->m_bDormant = true;
}
}
else
{
pNet->Release();
pCached->m_pNetworkable = NULL;
m_PrevEntsAlive.Clear( iEnt );
}
}
}
void CLocalNetworkBackdoor::AddToPendingDormantEntityList( unsigned short iEdict )
{
edict_t *e = &sv.edicts[iEdict];
if ( !( e->m_fStateFlags & FL_EDICT_PENDING_DORMANT_CHECK ) )
{
e->m_fStateFlags |= FL_EDICT_PENDING_DORMANT_CHECK;
m_PendingDormantEntities.AddToTail( iEdict );
}
}
void CLocalNetworkBackdoor::ProcessDormantEntities()
{
FOR_EACH_LL( m_PendingDormantEntities, i )
{
int iEdict = m_PendingDormantEntities[i];
edict_t *e = &sv.edicts[iEdict];
// Make sure the entity still exists and stil has the dontsend flag set.
if ( e->IsFree() || !(e->m_fStateFlags & FL_EDICT_DONTSEND) )
{
e->m_fStateFlags &= ~FL_EDICT_PENDING_DORMANT_CHECK;
continue;
}
EntityDormant( iEdict, e->m_NetworkSerialNumber );
e->m_fStateFlags &= ~FL_EDICT_PENDING_DORMANT_CHECK;
}
m_PendingDormantEntities.Purge();
}
void CLocalNetworkBackdoor::EntState(
int iEnt,
int iSerialNum,
int iClass,
const SendTable *pSendTable,
const void *pSourceEnt,
bool bChanged,
bool bShouldTransmit )
{
#ifndef DEDICATED
CCachedEntState *pCached = &m_CachedEntState[iEnt];
// Remember that this ent is alive.
m_EntsAlive.Set(iEnt);
ClientClass *pClientClass = GetBaseLocalClient().GetClientClass(iClass);
if ( !pClientClass )
Error( "CLocalNetworkBackdoor::EntState - missing client class %d", iClass );
IClientNetworkable *pNet = pCached->m_pNetworkable;
Assert( pNet == entitylist->GetClientNetworkable( iEnt ) );
if ( !bShouldTransmit )
{
if ( pNet )
{
Assert( pCached->m_iSerialNumber == pNet->GetIClientUnknown()->GetRefEHandle().GetSerialNumber() );
if ( pCached->m_iSerialNumber == iSerialNum )
{
// Tell the game code that this guy is now dormant.
Assert( pCached->m_bDormant == pNet->IsDormant() );
if ( !pCached->m_bDormant )
{
pNet->NotifyShouldTransmit( SHOULDTRANSMIT_END );
pCached->m_bDormant = true;
}
}
else
{
pNet->Release();
pNet = NULL;
pCached->m_pNetworkable = NULL;
// Since we set this above, need to clear it now to avoid assertion in EndEntityStateUpdate()
m_EntsAlive.Clear(iEnt);
m_PrevEntsAlive.Clear( iEnt );
}
}
else
{
m_EntsAlive.Clear( iEnt );
}
return;
}
// Do we have an entity here already?
bool bExistedAndWasDormant = false;
if ( pNet )
{
// If the serial numbers are different, make it recreate the ent.
Assert( pCached->m_iSerialNumber == pNet->GetIClientUnknown()->GetRefEHandle().GetSerialNumber() );
if ( iSerialNum == pCached->m_iSerialNumber )
{
bExistedAndWasDormant = pCached->m_bDormant;
}
else
{
pNet->Release();
pNet = NULL;
m_PrevEntsAlive.Clear(iEnt);
}
}
// Create the entity?
bool bCreated = false;
DataUpdateType_t updateType;
if ( pNet )
{
updateType = DATA_UPDATE_DATATABLE_CHANGED;
}
else
{
updateType = DATA_UPDATE_CREATED;
pNet = pClientClass->m_pCreateFn( iEnt, iSerialNum );
bCreated = true;
m_EntsCreatedIndices[m_nEntsCreated++] = iEnt;
pCached->m_iSerialNumber = iSerialNum;
pCached->m_pDataPointer = pNet->GetDataTableBasePtr();
pCached->m_pNetworkable = pNet;
// Tracker 73192: ywb 8/1/07: We used to get an assertion that the pCached->m_bDormant was not equal to pNet->IsDormant() in ProcessDormantEntities.
// This appears to be the case if when we get here, the entity is set for Transmit still, but is a dormant entity on the server.
// Seems safe to go ahead an fill in the cache with the correct data. Probably was just an oversight.
pCached->m_bDormant = pNet->IsDormant();
}
if ( bChanged || bCreated || bExistedAndWasDormant )
{
pNet->PreDataUpdate( updateType );
Assert( pCached->m_pDataPointer == pNet->GetDataTableBasePtr() );
LocalTransfer_TransferEntity(
&sv.edicts[iEnt],
pSendTable,
pSourceEnt,
pClientClass->m_pRecvTable,
pCached->m_pDataPointer,
bCreated,
bExistedAndWasDormant,
iEnt );
if ( bExistedAndWasDormant )
{
// Set this so we use DATA_UPDATE_CREATED logic
m_EntsCreatedIndices[m_nEntsCreated++] = iEnt;
}
else
{
if ( !bCreated )
{
m_EntsChangedIndices[m_nEntsChanged++] = iEnt;
}
}
}
#endif
}
void CLocalNetworkBackdoor::ClearState()
{
// Clear the cache for all the entities.
for ( int i=0; i < MAX_EDICTS; i++ )
{
CCachedEntState &ces = m_CachedEntState[i];
ces.m_pNetworkable = NULL;
ces.m_iSerialNumber = -1;
ces.m_bDormant = false;
ces.m_pDataPointer = NULL;
}
m_PrevEntsAlive.ClearAll();
}
void CLocalNetworkBackdoor::StartBackdoorMode()
{
ClearState();
for ( int i=0; i < MAX_EDICTS; i++ )
{
IClientNetworkable *pNet = entitylist->GetClientNetworkable( i );
CCachedEntState &ces = m_CachedEntState[i];
if ( pNet )
{
ces.m_pNetworkable = pNet;
ces.m_iSerialNumber = pNet->GetIClientUnknown()->GetRefEHandle().GetSerialNumber();
ces.m_bDormant = pNet->IsDormant();
ces.m_pDataPointer = pNet->GetDataTableBasePtr();
m_PrevEntsAlive.Set( i );
}
}
}
void CLocalNetworkBackdoor::StopBackdoorMode()
{
ClearState();
}
void CLocalNetworkBackdoor::ForceFlushEntity( int iEntity )
{
CCachedEntState *pCached = &m_CachedEntState[iEntity];
if ( pCached->m_pNetworkable )
pCached->m_pNetworkable->Release();
pCached->m_pNetworkable = NULL;
pCached->m_iSerialNumber = -1;
pCached->m_bDormant = false;
pCached->m_pDataPointer = NULL;
}