Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "server_pch.h"
#include "sv_precache.h"
#include "host.h"
#include "tier0/icommandline.h"
#include "MapReslistGenerator.h"
#include "DownloadListGenerator.h"
#include "soundchars.h"
#ifndef DEDICATED
#include "vgui_baseui_interface.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static ConVar sv_forcepreload( "sv_forcepreload", "0", FCVAR_ARCHIVE, "Force server side preloading.");
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
// Output : int SV_ModelIndex
//-----------------------------------------------------------------------------
int SV_ModelIndex (const char *name)
{
return sv.LookupModelIndex( name );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
// preload -
// Output : int
//-----------------------------------------------------------------------------
int SV_FindOrAddModel(const char *name, bool preload )
{
// Look for a match or an empty slot...
int flags = RES_FATALIFMISSING;
if ( preload )
{
flags |= RES_PRELOAD;
}
return sv.PrecacheModel( name, flags );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
// Output : int
//-----------------------------------------------------------------------------
int SV_SoundIndex(const char *name)
{
return sv.LookupSoundIndex( name );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
// preload -
// Output : int
//-----------------------------------------------------------------------------
int SV_FindOrAddSound(const char *name, bool preload )
{
// Look for a match or an empty slot...
int flags = RES_FATALIFMISSING;
if ( preload )
{
flags |= RES_PRELOAD;
}
return sv.PrecacheSound( name, flags );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
// Output : int
//-----------------------------------------------------------------------------
int SV_GenericIndex(const char *name)
{
return sv.LookupGenericIndex( name );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
// preload -
// Output : int
//-----------------------------------------------------------------------------
int SV_FindOrAddGeneric(const char *name, bool preload )
{
// Look for a match or an empty slot...
int flags = RES_FATALIFMISSING;
if ( preload )
{
flags |= RES_PRELOAD;
}
return sv.PrecacheGeneric( name, flags );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
// Output : int
//-----------------------------------------------------------------------------
int SV_DecalIndex(const char *name)
{
return sv.LookupDecalIndex( name );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
// preload -
// Output : int
//-----------------------------------------------------------------------------
int SV_FindOrAddDecal(const char *name, bool preload )
{
// Look for a match or an empty slot...
int flags = RES_FATALIFMISSING;
if ( preload )
{
flags |= RES_PRELOAD;
}
return sv.PrecacheDecal( name, flags );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
//-----------------------------------------------------------------------------
void SV_ForceExactFile( const char *name )
{
DownloadListGenerator().ForceExactFile( name, CONSISTENCY_EXACT );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
//-----------------------------------------------------------------------------
void SV_ForceSimpleMaterial( const char *name )
{
DownloadListGenerator().ForceExactFile( name, CONSISTENCY_SIMPLE_MATERIAL );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
// &mins -
// &maxs -
//-----------------------------------------------------------------------------
void SV_ForceModelBounds( const char *name, const Vector &mins, const Vector &maxs )
{
DownloadListGenerator().ForceModelBounds( name, mins, maxs );
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : TABLEID
//-----------------------------------------------------------------------------
INetworkStringTable *CGameServer::GetModelPrecacheTable( void ) const
{
return m_pModelPrecacheTable;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
// flags -
// *model -
// Output : int
//-----------------------------------------------------------------------------
int CGameServer::PrecacheModel( char const *name, int flags, model_t *model /*=NULL*/ )
{
if ( !m_pModelPrecacheTable )
return -1;
int idx = m_pModelPrecacheTable->AddString( true, name );
if ( idx == INVALID_STRING_INDEX )
{
return -1;
}
CPrecacheUserData p;
// first time, set file size & flags
CPrecacheUserData const *pExisting = (CPrecacheUserData const *)m_pModelPrecacheTable->GetStringUserData( idx, NULL );
if ( !pExisting )
{
p.flags = flags;
}
else
{
// Just or in any new flags
p = *pExisting;
p.flags |= flags;
}
m_pModelPrecacheTable->SetStringUserData( idx, sizeof( p ), &p );
CPrecacheItem *slot = &model_precache[ idx ];
if ( model )
{
slot->SetModel( model );
}
bool bLoadNow;
bLoadNow = ( !slot->GetModel() && ( ( flags & RES_PRELOAD ) || IsGameConsole() ) );
if ( CommandLine()->FindParm( "-nopreload" ) || CommandLine()->FindParm( "-nopreloadmodels" ))
{
bLoadNow = false;
}
else if ( sv_forcepreload.GetInt() || CommandLine()->FindParm( "-preload" ) )
{
bLoadNow = true;
}
if ( idx != 0 )
{
if ( bLoadNow )
{
slot->SetModel( modelloader->GetModelForName( name, IModelLoader::FMODELLOADER_SERVER ) );
#ifndef DEDICATED
EngineVGui()->UpdateProgressBar(PROGRESS_DEFAULT);
#endif
MapReslistGenerator().OnModelPrecached(name);
}
else
{
modelloader->ReferenceModel( name, IModelLoader::FMODELLOADER_SERVER );
slot->SetModel( NULL );
}
}
return idx;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : index -
// Output : model_t
//-----------------------------------------------------------------------------
model_t *CGameServer::GetModel( int index )
{
if ( index <= 0 || !m_pModelPrecacheTable )
return NULL;
if ( index >= m_pModelPrecacheTable->GetNumStrings() )
{
return NULL;
}
CPrecacheItem *slot = &model_precache[ index ];
model_t *m = slot->GetModel();
if ( m )
{
return m;
}
char const *modelname = m_pModelPrecacheTable->GetString( index );
Assert( modelname );
if ( host_showcachemiss.GetBool() )
{
ConDMsg( "server model cache miss on %s\n", modelname );
}
m = modelloader->GetModelForName( modelname, IModelLoader::FMODELLOADER_SERVER );
slot->SetModel( m );
return m;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
// Output : int
//-----------------------------------------------------------------------------
int CGameServer::LookupModelIndex( char const *name )
{
if ( !m_pModelPrecacheTable )
return -1;
int idx = m_pModelPrecacheTable->FindStringIndex( name );
return ( idx == INVALID_STRING_INDEX ) ? -1 : idx;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : TABLEID
//-----------------------------------------------------------------------------
INetworkStringTable *CGameServer::GetSoundPrecacheTable( void ) const
{
return m_pSoundPrecacheTable;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
// flags -
// Output : int
//-----------------------------------------------------------------------------
int CGameServer::PrecacheSound( char const *name, int flags )
{
if ( !m_pSoundPrecacheTable )
return -1;
int idx = m_pSoundPrecacheTable->AddString( true, name );
if ( idx == INVALID_STRING_INDEX )
{
return -1;
}
// mark the sound as being precached, but check first that reslist generation is enabled to save on the va() call
if (MapReslistGenerator().IsEnabled() && name[0])
{
MapReslistGenerator().OnResourcePrecached( va( "sound/%s", PSkipSoundChars( name ) ) );
}
// first time, set file size & flags
CPrecacheUserData p;
CPrecacheUserData const *pExisting = (CPrecacheUserData const *)m_pSoundPrecacheTable->GetStringUserData( idx, NULL );
if ( !pExisting )
{
p.flags = flags;
}
else
{
// Just or in any new flags
p = *pExisting;
p.flags |= flags;
}
m_pSoundPrecacheTable->SetStringUserData( idx, sizeof( p ), &p );
CPrecacheItem *slot = &sound_precache[ idx ];
slot->SetName( name );
return idx;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : index -
// Output : char const
//-----------------------------------------------------------------------------
char const *CGameServer::GetSound( int index )
{
if ( index <= 0 || !m_pSoundPrecacheTable )
{
return NULL;
}
if ( index >= m_pSoundPrecacheTable->GetNumStrings() )
{
return NULL;
}
CPrecacheItem *slot = &sound_precache[ index ];
return slot->GetName();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
// Output : int
//-----------------------------------------------------------------------------
int CGameServer::LookupSoundIndex( char const *name )
{
if ( !m_pSoundPrecacheTable )
return 0;
int idx = m_pSoundPrecacheTable->FindStringIndex( name );
return ( idx == INVALID_STRING_INDEX ) ? 0 : idx;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : TABLEID
//-----------------------------------------------------------------------------
INetworkStringTable *CGameServer::GetGenericPrecacheTable( void ) const
{
return m_pGenericPrecacheTable;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
// flags -
// Output : int
//-----------------------------------------------------------------------------
int CGameServer::PrecacheGeneric( char const *name, int flags )
{
if ( !m_pGenericPrecacheTable )
return -1;
int idx = m_pGenericPrecacheTable->AddString( true, name );
if ( idx == INVALID_STRING_INDEX )
{
return -1;
}
MapReslistGenerator().OnResourcePrecached( name );
CPrecacheUserData p;
// first time, set file size & flags
CPrecacheUserData const *pExisting = (CPrecacheUserData const *)m_pGenericPrecacheTable->GetStringUserData( idx, NULL );
if ( !pExisting )
{
p.flags = flags;
}
else
{
// Just or in any new flags
p = *pExisting;
p.flags |= flags;
}
m_pGenericPrecacheTable->SetStringUserData( idx, sizeof( p ), &p );
CPrecacheItem *slot = &generic_precache[ idx ];
slot->SetGeneric( name );
// just precache particle files now
if ( ( flags & RES_PRELOAD ) && serverGameDLL && !V_stricmp( "pcf", V_GetFileExtensionSafe( name ) ) )
{
serverGameDLL->PrecacheParticleSystemFile( name );
}
return idx;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : index -
// Output : char const
//-----------------------------------------------------------------------------
char const *CGameServer::GetGeneric( int index )
{
// Bogus index
if ( index < 0 || !m_pGenericPrecacheTable )
return "";
if ( index >= m_pGenericPrecacheTable->GetNumStrings() )
{
return "";
}
CPrecacheItem *slot = &generic_precache[ index ];
return slot->GetGeneric();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
// Output : int
//-----------------------------------------------------------------------------
int CGameServer::LookupGenericIndex( char const *name )
{
if ( !m_pGenericPrecacheTable )
return 0;
int idx = m_pGenericPrecacheTable->FindStringIndex( name );
return ( idx == INVALID_STRING_INDEX ) ? 0 : idx;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : TABLEID
//-----------------------------------------------------------------------------
INetworkStringTable *CGameServer::GetDecalPrecacheTable( void ) const
{
return m_pDecalPrecacheTable;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
// flags -
// Output : int
//-----------------------------------------------------------------------------
int CGameServer::PrecacheDecal( char const *name, int flags )
{
if ( !m_pDecalPrecacheTable )
return -1;
int idx = m_pDecalPrecacheTable->AddString( true, name );
if ( idx == INVALID_STRING_INDEX )
{
return -1;
}
MapReslistGenerator().OnResourcePrecached(name);
CPrecacheUserData p;
// first time, set file size & flags
CPrecacheUserData const *pExisting = (CPrecacheUserData const *)m_pDecalPrecacheTable->GetStringUserData( idx, NULL );
if ( !pExisting )
{
p.flags = flags;
}
else
{
// Just or in any new flags
p = *pExisting;
p.flags |= flags;
}
m_pDecalPrecacheTable->SetStringUserData( idx, sizeof( p ), &p );
CPrecacheItem *slot = &decal_precache[ idx ];
slot->SetDecal( name );
return idx;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
// Output : int
//-----------------------------------------------------------------------------
int CGameServer::LookupDecalIndex( char const *name )
{
if ( !m_pDecalPrecacheTable )
return -1;
int idx = m_pDecalPrecacheTable->FindStringIndex( name );
return ( idx == INVALID_STRING_INDEX ) ? -1 : idx;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGameServer::DumpPrecacheStats( INetworkStringTable *table )
{
if ( table == NULL )
{
ConMsg( "Can only dump stats when active in a level\n" );
return;
}
CPrecacheItem *items = NULL;
if ( table == m_pModelPrecacheTable )
{
items = model_precache;
}
else if ( table == m_pGenericPrecacheTable )
{
items = generic_precache;
}
else if ( table == m_pSoundPrecacheTable )
{
items = sound_precache;
}
else if ( table == m_pDecalPrecacheTable )
{
items = decal_precache;
}
if ( !items )
return;
int count = table->GetNumStrings();
int maxcount = table->GetMaxStrings();
ConMsg( "\n" );
ConMsg( "Precache table %s: %i of %i slots used\n", table->GetTableName(),
count, maxcount );
for ( int i = 0; i < count; i++ )
{
char const *name = table->GetString( i );
CPrecacheItem *slot = &items[ i ];
int testLength;
const CPrecacheUserData *p = ( const CPrecacheUserData * )table->GetStringUserData( i, &testLength );
ErrorIfNot( testLength == sizeof( *p ),
("CGameServer::DumpPrecacheStats: invalid CPrecacheUserData length (%d)", testLength)
);
if ( !name || !slot || !p )
continue;
ConMsg( "%03i: %s (%s): ",
i,
name,
GetFlagString( p->flags ) );
if ( slot->GetReferenceCount() == 0 )
{
ConMsg( " never used\n" );
}
else
{
ConMsg( " %i refs, first %.2f mru %.2f\n",
slot->GetReferenceCount(),
slot->GetFirstReference(),
slot->GetMostRecentReference() );
}
}
ConMsg( "\n" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CON_COMMAND( sv_precacheinfo, "Show precache info." )
{
if ( args.ArgC() == 2 )
{
char const *table = args[ 1 ];
bool dumped = true;
if ( !Q_strcasecmp( table, "generic" ) )
{
sv.DumpPrecacheStats( sv.GetGenericPrecacheTable() );
}
else if ( !Q_strcasecmp( table, "sound" ) )
{
sv.DumpPrecacheStats( sv.GetSoundPrecacheTable() );
}
else if ( !Q_strcasecmp( table, "decal" ) )
{
sv.DumpPrecacheStats( sv.GetDecalPrecacheTable() );
}
else if ( !Q_strcasecmp( table, "model" ) )
{
sv.DumpPrecacheStats( sv.GetModelPrecacheTable() );
}
else
{
dumped = false;
}
if ( dumped )
{
return;
}
}
// Show all data
sv.DumpPrecacheStats( sv.GetGenericPrecacheTable() );
sv.DumpPrecacheStats( sv.GetDecalPrecacheTable() );
sv.DumpPrecacheStats( sv.GetSoundPrecacheTable() );
sv.DumpPrecacheStats( sv.GetModelPrecacheTable() );
}