Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef DATATABLE_ENCODE_H
#define DATATABLE_ENCODE_H
#ifdef _WIN32
#pragma once
#endif
#include "dt_send.h"
#include "dt_recv.h"
class DecodeInfo : public CRecvProxyData
{
public:
// Copy everything except val.
void CopyVars( const DecodeInfo *pOther );
public:
//
// NOTE: it's valid to pass in m_pRecvProp and m_pData and m_pSrtuct as null, in which
// case the buffer is advanced but the property is not stored anywhere.
//
// This is used by SendTable_CompareDeltas.
//
void *m_pStruct; // Points at the base structure
void *m_pData; // Points at where the variable should be encoded.
const SendProp *m_pProp; // Provides the client's info on how to decode and its proxy.
bf_read *m_pIn; // The buffer to get the encoded data from.
char m_TempStr[DT_MAX_STRING_BUFFERSIZE]; // m_Value.m_pString is set to point to this.
};
typedef struct
{
// Encode a value.
// pStruct : points at the base structure
// pVar : holds data in the correct type (ie: PropVirtualsInt will have DVariant::m_Int set).
// pProp : describes the property to be encoded.
// pOut : the buffer to encode into.
// objectID: for debug output.
void (*Encode)( const unsigned char *pStruct, DVariant *pVar, const SendProp *pProp, bf_write *pOut, int objectID );
// Decode a value.
// See the DecodeInfo class for a description of the parameters.
void (*Decode)( DecodeInfo *pInfo );
// Compare the deltas in the two buffers. The property in both buffers must be fully decoded
int (*CompareDeltas)( const SendProp *pProp, bf_read *p1, bf_read *p2 );
// Used for the local single-player connection to copy the data straight from the server ent into the client ent.
void (*FastCopy)(
const SendProp *pSendProp,
const RecvProp *pRecvProp,
const unsigned char *pSendData,
unsigned char *pRecvData,
int objectID );
// Return a string with the name of the type ("DPT_Float", "DPT_Int", etc).
const char* (*GetTypeNameString)();
// Returns true if the property's value is zero.
// NOTE: this does NOT strictly mean that it would encode to zeros. If it were a float with
// min and max values, a value of zero could encode to some other integer value.
bool (*IsZero)( const unsigned char *pStruct, DVariant *pVar, const SendProp *pProp );
// This writes a zero value in (ie: a value that would make IsZero return true).
void (*DecodeZero)( DecodeInfo *pInfo );
// This reades this property from stream p and returns true, if it's a zero value
bool (*IsEncodedZero) ( const SendProp *pProp, bf_read *p );
void (*SkipProp) ( const SendProp *pProp, bf_read *p );
} PropTypeFns;
extern PropTypeFns g_PropTypeFns[DPT_NUMSendPropTypes];
// This is used for comparing packed buffers. Just extracts the raw bits for the
// data and returns the number of bits used to encode the data.
int DecodeBits( DecodeInfo *pInfo, unsigned char *pOut );
#endif // DATATABLE_ENCODE_H