Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef DATATABLE_STACK_H
#define DATATABLE_STACK_H
#ifdef _WIN32
#pragma once
#endif
#include "dt.h"
#include "dt_recv_decoder.h"
class CSendNode;
static CSendProxyRecipients s_Recipients; // avoid calling constructor each time
// ----------------------------------------------------------------------------- //
//
// CDatatableStack
//
// CDatatableStack is used to walk through a datatable's tree, calling proxies
// along the way to update the current data pointer.
//
// ----------------------------------------------------------------------------- //
abstract_class CDatatableStack
{
public:
CDatatableStack( CSendTablePrecalc *pPrecalc, unsigned char *pStructBase, int objectID );
// This must be called before accessing properties.
void Init( bool bExplicitRoutes, bool bLocalNetworkBackDoor );
// The stack is meant to be used by calling SeekToProp with increasing property
// numbers.
void SeekToProp( int iProp );
bool IsCurProxyValid() const;
bool IsPropProxyValid(int iProp ) const;
int GetCurPropIndex() const;
unsigned char* GetCurStructBase() const;
int GetObjectID() const;
// Derived classes must implement this. The server gets one and the client gets one.
// It calls the proxy to move to the next datatable's data.
virtual void RecurseAndCallProxies( CSendNode *pNode, unsigned char *pStructBase ) = 0;
public:
CSendTablePrecalc *m_pPrecalc;
enum
{
MAX_PROXY_RESULTS = 64
};
// These point at the various values that the proxies returned. They are setup once, then
// the properties index them.
unsigned char *m_pProxies[MAX_PROXY_RESULTS];
unsigned char *m_pStructBase;
int m_iCurProp;
protected:
const SendProp *m_pCurProp;
int m_ObjectID;
bool m_bInitted;
bool m_bLocalNetworkBackDoor;
};
inline bool CDatatableStack::IsPropProxyValid(int iProp ) const
{
return m_pProxies[m_pPrecalc->m_PropProxyIndices[iProp]] != 0;
}
inline bool CDatatableStack::IsCurProxyValid() const
{
return m_pProxies[m_pPrecalc->m_PropProxyIndices[m_iCurProp]] != 0;
}
inline int CDatatableStack::GetCurPropIndex() const
{
return m_iCurProp;
}
inline unsigned char* CDatatableStack::GetCurStructBase() const
{
return m_pProxies[m_pPrecalc->m_PropProxyIndices[m_iCurProp]];
}
inline void CDatatableStack::SeekToProp( int iProp )
{
Assert( m_bInitted );
m_iCurProp = iProp;
m_pCurProp = m_pPrecalc->GetProp( iProp );
}
inline int CDatatableStack::GetObjectID() const
{
return m_ObjectID;
}
// This can be used IF you called Init() with true for bExplicitRoutes.
// It is faster to use this route if you only are going to ask for a couple props.
// If you're going to ask for all the props, then you shouldn't use the "explicit" route.
template< class DTStack, class ProxyCaller >
inline unsigned char* UpdateRoutesExplicit_Template( DTStack *pStack, ProxyCaller *caller )
{
// Early out.
unsigned short iPropProxyIndex = pStack->m_pPrecalc->m_PropProxyIndices[pStack->m_iCurProp];
unsigned char **pTest = &pStack->m_pProxies[iPropProxyIndex];
if ( *pTest != (unsigned char*)0xFFFFFFFF )
return *pTest;
// Ok.. setup this proxy.
unsigned char *pStructBase = pStack->m_pStructBase;
CSendTablePrecalc::CProxyPath &proxyPath = pStack->m_pPrecalc->m_ProxyPaths[iPropProxyIndex];
for ( unsigned short i=0; i < proxyPath.m_nEntries; i++ )
{
CSendTablePrecalc::CProxyPathEntry *pEntry = &pStack->m_pPrecalc->m_ProxyPathEntries[proxyPath.m_iFirstEntry + i];
int iProxy = pEntry->m_iProxy;
if ( pStack->m_pProxies[iProxy] == (unsigned char*)0xFFFFFFFF )
{
pStack->m_pProxies[iProxy] = ProxyCaller::CallProxy( pStack, pStructBase, pEntry->m_iDatatableProp );
if ( !pStack->m_pProxies[iProxy] )
{
*pTest = NULL;
pStructBase = NULL;
break;
}
}
pStructBase = pStack->m_pProxies[iProxy];
}
return pStructBase;
}
// ------------------------------------------------------------------------------------ //
// The datatable stack for a RecvTable.
// ------------------------------------------------------------------------------------ //
class CClientDatatableStack : public CDatatableStack
{
public:
CClientDatatableStack( CRecvDecoder *pDecoder, unsigned char *pStructBase, int objectID ) :
CDatatableStack( &pDecoder->m_Precalc, pStructBase, objectID )
{
m_pDecoder = pDecoder;
}
inline unsigned char* CallPropProxy( CSendNode *pNode, int iProp, unsigned char *pStructBase )
{
const RecvProp *pProp = m_pDecoder->GetDatatableProp( iProp );
void *pVal = NULL;
if ( !pProp )
return NULL;
pProp->GetDataTableProxyFn()(
pProp,
&pVal,
pStructBase + pProp->GetOffset(),
GetObjectID()
);
return (unsigned char*)pVal;
}
virtual void RecurseAndCallProxies( CSendNode *pNode, unsigned char *pStructBase )
{
// Remember where the game code pointed us for this datatable's data so
m_pProxies[pNode->GetRecursiveProxyIndex()] = pStructBase;
for ( int iChild=0; iChild < pNode->GetNumChildren(); iChild++ )
{
CSendNode *pCurChild = pNode->GetChild( iChild );
unsigned char *pNewStructBase = NULL;
if ( pStructBase )
{
pNewStructBase = CallPropProxy( pCurChild, pCurChild->m_iDatatableProp, pStructBase );
}
RecurseAndCallProxies( pCurChild, pNewStructBase );
}
}
class CRecvProxyCaller
{
public:
static inline unsigned char* CallProxy( CClientDatatableStack *pStack, unsigned char *pStructBase, unsigned short iDatatableProp )
{
const RecvProp *pProp = pStack->m_pDecoder->GetDatatableProp( iDatatableProp );
void *pVal = NULL;
pProp->GetDataTableProxyFn()(
pProp,
&pVal,
pStructBase + pProp->GetOffset(),
pStack->m_ObjectID
);
return (unsigned char*)pVal;
}
};
inline unsigned char* UpdateRoutesExplicit()
{
return UpdateRoutesExplicit_Template( this, (CRecvProxyCaller*)NULL );
}
public:
CRecvDecoder *m_pDecoder;
};
class CServerDatatableStack : public CDatatableStack
{
public:
CServerDatatableStack( CSendTablePrecalc *pPrecalc, unsigned char *pStructBase, int objectID, CUtlMemory< CSendProxyRecipients > *pRecipients = NULL ) :
CDatatableStack( pPrecalc, pStructBase, objectID )
{
m_pPrecalc = pPrecalc;
m_pRecipients = pRecipients;
}
inline unsigned char* CallPropProxy( CSendNode *pNode, int iProp, unsigned char *pStructBase )
{
const SendProp *pProp = m_pPrecalc->GetDatatableProp( iProp );
CSendProxyRecipients *pRecipients;
if ( m_pRecipients && pNode->GetDataTableProxyIndex() != DATATABLE_PROXY_INDEX_NOPROXY )
{
// set recipients pointer and all clients by default
pRecipients = &m_pRecipients->Element( pNode->GetDataTableProxyIndex() );
pRecipients->SetAllRecipients();
}
else
{
// we don't care about recipients, just provide a valid pointer
pRecipients = &s_Recipients;
}
unsigned char *pRet = (unsigned char*)pProp->GetDataTableProxyFn()(
pProp,
pStructBase,
pStructBase + pProp->GetOffset(),
pRecipients,
GetObjectID()
);
if ( m_bLocalNetworkBackDoor && (pRecipients != &s_Recipients) && !pRecipients->m_Bits.IsBitSet( 0 ) )
return NULL;
return pRet;
}
virtual void RecurseAndCallProxies( CSendNode *pNode, unsigned char *pStructBase )
{
// Remember where the game code pointed us for this datatable's data so
m_pProxies[pNode->GetRecursiveProxyIndex()] = pStructBase;
for ( int iChild=0; iChild < pNode->GetNumChildren(); iChild++ )
{
CSendNode *pCurChild = pNode->GetChild( iChild );
unsigned char *pNewStructBase = NULL;
if ( pStructBase )
{
pNewStructBase = CallPropProxy( pCurChild, pCurChild->m_iDatatableProp, pStructBase );
}
RecurseAndCallProxies( pCurChild, pNewStructBase );
}
}
// This can be used IF you called Init() with true for bExplicitRoutes.
// It is faster to use this route if you only are going to ask for a couple props.
// If you're going to ask for all the props, then you shouldn't use the "explicit" route.
class CSendProxyCaller
{
public:
static inline unsigned char* CallProxy( CServerDatatableStack *pStack, unsigned char *pStructBase, unsigned short iDatatableProp )
{
const SendProp *pProp = pStack->m_pPrecalc->GetDatatableProp( iDatatableProp );
CSendProxyRecipients *pRecipients;
if ( pStack->m_bLocalNetworkBackDoor && pStack->m_pRecipients && pStack->m_pRecipients->Count() > 0 )
{
// set recipients pointer and all clients by default
pRecipients = &pStack->m_pRecipients->Element( 0 );//pNode->GetDataTableProxyIndex() );
pRecipients->SetAllRecipients();
}
else
{
// we don't care about recipients, just provide a valid pointer
pRecipients = &s_Recipients;
}
unsigned char *pRet = (unsigned char*)pProp->GetDataTableProxyFn()(
pProp,
pStructBase,
pStructBase + pProp->GetOffset(),
pRecipients,
pStack->GetObjectID()
);
if ( pStack->m_bLocalNetworkBackDoor && (pRecipients != &s_Recipients) && !pRecipients->m_Bits.IsBitSet( 0 ) )
return NULL;
return pRet;
}
};
inline unsigned char* UpdateRoutesExplicit()
{
return UpdateRoutesExplicit_Template( this, (CSendProxyCaller*)NULL );
}
const SendProp* GetCurProp() const;
public:
CSendTablePrecalc *m_pPrecalc;
CUtlMemory<CSendProxyRecipients> *m_pRecipients;
};
inline const SendProp* CServerDatatableStack::GetCurProp() const
{
return m_pPrecalc->GetProp( GetCurPropIndex() );
}
#endif // DATATABLE_STACK_H