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.
 
 
 
 
 
 

843 lines
23 KiB

//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef NETWORKVAR_H
#define NETWORKVAR_H
#ifdef _WIN32
#pragma once
#endif
#include "tier0/dbg.h"
#include "tier0/platform.h"
#include "convar.h"
#if defined( CLIENT_DLL ) || defined( GAME_DLL )
#include "basehandle.h"
#endif
#pragma warning( disable : 4284 ) // warning C4284: return type for 'CNetworkVarT<int>::operator ->' is 'int *' (ie; not a UDT or reference to a UDT. Will produce errors if applied using infix notation)
#define MyOffsetOf( type, var ) ( (int)(intp)&((type*)0)->var )
#ifdef _DEBUG
#undef new
extern bool g_bUseNetworkVars;
#define CHECK_USENETWORKVARS if(g_bUseNetworkVars)
// Use START_ and END_CHECK_USENETWORKVARS if your code is longer than one line.
#define START_CHECK_USENETWORKVARS if(g_bUseNetworkVars) {
#define END_CHECK_USENETWORKVARS }
#else
#define CHECK_USENETWORKVARS // don't check for g_bUseNetworkVars
#define START_CHECK_USENETWORKVARS
#define END_CHECK_USENETWORKVARS
#endif
//
// Networkvar flags.
//
#define NETWORKVAR_IS_A_VECTOR 0x0001 // Is it any type of network vector?
#define NETWORKVAR_VECTOR_XYZ_FLAG 0x0002 // Is it a CNetworkVectorXYZ?
#define NETWORKVAR_VECTOR_XY_SEPARATEZ_FLAG 0x0004 // Is it a CNetworkVectorXY_SeparateZ?
#define NETWORKVAR_ALL_FLAGS ( NETWORKVAR_IS_A_VECTOR | NETWORKVAR_VECTOR_XYZ_FLAG | NETWORKVAR_VECTOR_XY_SEPARATEZ_FLAG )
// network vars use memcmp when fields are set. To ensure proper behavior your
// object's memory should be initialized to zero. This happens for entities automatically
// use this for other classes.
class CMemZeroOnNew
{
public:
void *operator new( size_t nSize )
{
void *pMem = MemAlloc_Alloc( nSize );
V_memset( pMem, 0, nSize );
return pMem;
}
void* operator new( size_t nSize, int nBlockUse, const char *pFileName, int nLine )
{
void *pMem = MemAlloc_Alloc( nSize, pFileName, nLine );
V_memset( pMem, 0, nSize );
return pMem;
}
void operator delete(void *pData)
{
if ( pData )
{
g_pMemAlloc->Free(pData);
}
}
void operator delete( void* pData, int nBlockUse, const char *pFileName, int nLine )
{
if ( pData )
{
g_pMemAlloc->Free(pData, pFileName, nLine );
}
}
};
inline int InternalCheckDeclareClass( const char *pClassName, const char *pClassNameMatch, void *pTestPtr, void *pBasePtr )
{
// This makes sure that casting from ThisClass to BaseClass works right. You'll get a compiler error if it doesn't
// work at all, and you'll get a runtime error if you use multiple inheritance.
Assert( pTestPtr == pBasePtr );
// This is triggered by IMPLEMENT_SERVER_CLASS. It does DLLClassName::CheckDeclareClass( #DLLClassName ).
// If they didn't do a DECLARE_CLASS in DLLClassName, then it'll be calling its base class's version
// and the class names won't match.
Assert( (void*)pClassName == (void*)pClassNameMatch );
return 0;
}
template <typename T>
inline int CheckDeclareClass_Access( T *, const char *pShouldBe )
{
return T::CheckDeclareClass( pShouldBe );
}
#ifndef _STATIC_LINKED
#ifdef _MSC_VER
#if defined(_DEBUG) && (_MSC_VER > 1200 )
#define VALIDATE_DECLARE_CLASS 1
#endif
#endif
#endif
#ifdef VALIDATE_DECLARE_CLASS
#define DECLARE_CLASS( className, baseClassName ) \
typedef baseClassName BaseClass; \
typedef className ThisClass; \
template <typename T> friend int CheckDeclareClass_Access(T *, const char *pShouldBe); \
static int CheckDeclareClass( const char *pShouldBe ) \
{ \
InternalCheckDeclareClass( pShouldBe, #className, (ThisClass*)0xFFFFF, (BaseClass*)(ThisClass*)0xFFFFF ); \
return CheckDeclareClass_Access( (BaseClass *)NULL, #baseClassName ); \
}
// Use this macro when you have a base class, but it's part of a library that doesn't use network vars
// or any of the things that use ThisClass or BaseClass.
#define DECLARE_CLASS_GAMEROOT( className, baseClassName ) \
typedef baseClassName BaseClass; \
typedef className ThisClass; \
template <typename T> friend int CheckDeclareClass_Access(T *, const char *pShouldBe); \
static int CheckDeclareClass( const char *pShouldBe ) \
{ \
return InternalCheckDeclareClass( pShouldBe, #className, (ThisClass*)0xFFFFF, (BaseClass*)(ThisClass*)0xFFFFF ); \
}
// Deprecated macro formerly used to work around VC++98 bug
#define DECLARE_CLASS_NOFRIEND( className, baseClassName ) \
DECLARE_CLASS( className, baseClassName )
#define DECLARE_CLASS_NOBASE( className ) \
typedef className ThisClass; \
template <typename T> friend int CheckDeclareClass_Access(T *, const char *pShouldBe); \
static int CheckDeclareClass( const char *pShouldBe ) \
{ \
return InternalCheckDeclareClass( pShouldBe, #className, 0, 0 ); \
}
#else
#define DECLARE_CLASS( className, baseClassName ) \
typedef baseClassName BaseClass; \
typedef className ThisClass;
#define DECLARE_CLASS_GAMEROOT( className, baseClassName ) DECLARE_CLASS( className, baseClassName )
#define DECLARE_CLASS_NOFRIEND( className, baseClassName ) DECLARE_CLASS( className, baseClassName )
#define DECLARE_CLASS_NOBASE( className ) typedef className ThisClass;
#endif
// All classes that contain CNetworkVars need a NetworkStateChanged() function. If the class is not an entity,
// it needs to forward the call to the entity it's in. These macros can help.
// These macros setup an entity pointer in your class. Use IMPLEMENT_NETWORKVAR_CHAIN before you do
// anything inside the class itself.
class CBaseEntity;
class CAutoInitEntPtr
{
public:
CAutoInitEntPtr()
{
m_pEnt = NULL;
}
CBaseEntity *m_pEnt;
};
//TODO: Currently, these don't get the benefit of tracking changes to individual vars.
// Would be nice if they did.
#define DECLARE_NETWORKVAR_CHAIN() \
CAutoInitEntPtr __m_pChainEntity; \
void NetworkStateChanged() { CHECK_USENETWORKVARS __m_pChainEntity.m_pEnt->NetworkStateChanged(); } \
void NetworkStateChanged( void *pVar ) { CHECK_USENETWORKVARS __m_pChainEntity.m_pEnt->NetworkStateChanged(); }
#define IMPLEMENT_NETWORKVAR_CHAIN( varName ) \
(varName)->__m_pChainEntity.m_pEnt = this;
// Use this macro when you want to embed a structure inside your entity and have CNetworkVars in it.
template< class T >
static inline void DispatchNetworkStateChanged( T *pObj )
{
CHECK_USENETWORKVARS pObj->NetworkStateChanged();
}
template< class T >
static inline void DispatchNetworkStateChanged( T *pObj, void *pVar )
{
CHECK_USENETWORKVARS pObj->NetworkStateChanged( pVar );
}
#define DECLARE_EMBEDDED_NETWORKVAR() \
template <typename T> friend int ServerClassInit( T * ); \
template <typename T> friend int ClientClassInit( T * ); \
virtual void NetworkStateChanged() {} virtual void NetworkStateChanged( void *pProp ) {}
template < typename T, typename ContainingClass, typename GetOffset >
class NetworkVarEmbedded : public T
{
private:
// NOTE: Assignment operator is disabled because it doesn't call copy constructors of scalar types within the aggregate, so they are not marked changed
template< class U > NetworkVarEmbedded& operator=( U &&val ) = delete;
T& Data() { return *this; }
const T& Data() const { return *this; }
public:
operator const T& () const { return Data(); }
// $$$REI TODO: Why doesn't this implementation work as an assignment operator?
template< typename U >
void CopyFrom( U&& src ) {
Data() = Forward<U>( src );
NetworkStateChanged();
}
const T* Get( void ) const { return &Data(); }
T* Get( void ) { return &Data(); }
ContainingClass* GetEmbeddedVarOuterPtr() { return ( ContainingClass* )( ( ( char* )this ) - GetOffset::Get() ); }
virtual void NetworkStateChanged()
{
ContainingClass *pOuter = GetEmbeddedVarOuterPtr();
DispatchNetworkStateChanged( pOuter );
}
virtual void NetworkStateChanged( void *pVar )
{
ContainingClass *pOuter = GetEmbeddedVarOuterPtr();
DispatchNetworkStateChanged( pOuter, pVar );
}
};
#define CNetworkVarEmbedded( type, name ) \
struct GetOffset_##name{ static FORCEINLINE int Get() { return MyOffsetOf( ThisClass, name ); } }; \
typedef NetworkVarEmbedded< type, ThisClass, GetOffset_##name > NetworkVar_##name; \
friend class NetworkVarEmbedded< type, ThisClass, GetOffset_##name >; \
NetworkVar_##name name;
// Zero the object -- necessary for CNetworkVar and possibly other cases.
template<typename T>
FORCEINLINE void EnsureValidValue( T &x ) { x = T(0); }
// For types that cannot compile the line above (such as QAngle, Vector, etc.)
// define a EnsureValidValue overload in the appropriate header files.
class CNetworkVarFlagsBase
{
public:
// A combination of NETWORKVAR_ flags. SendProps store these for additional information
// about what kind of CNetworkVar the SendProp is linked to.
static FORCEINLINE int GetNetworkVarFlags() { return 0; }
};
// when we box ints into floats, the comparison of floats doesn't work
template <typename T>
inline bool NetworkParanoidUnequal( const T &a, const T &b )
{
return a != b;
}
template <>
inline bool NetworkParanoidUnequal( const float &a, const float &b )
{
//return 0 != memcmp( &a, &b, sizeof( a ) );
union
{
float f32;
uint32 u32;
} p, q;
p.f32 = a;
q.f32 = b;
return p.u32 != q.u32;
}
template <>
inline bool NetworkParanoidUnequal( const double &a, const double &b )
{
// return 0 != memcmp( &a, &b, sizeof( a ) );
union
{
double f64;
uint64 u64;
} p, q;
p.f64 = a;
q.f64 = b;
return p.u64 != q.u64;
}
template< class Type, class Changer >
class CNetworkVarBase : public CNetworkVarFlagsBase
{
public:
CNetworkVarBase()
{
// Always initialize m_Value. Not doing this means that the initial behavior
// is random. For float types this random behavior can persist arbitrarily
// long because of our non-IEEE comparisons which may make NaN be equal to
// everything.
EnsureValidValue( m_Value );
}
FORCEINLINE explicit CNetworkVarBase( Type val )
: m_Value( val )
{
NetworkStateChanged();
}
FORCEINLINE const Type& SetDirect( const Type &val )
{
NetworkStateChanged();
m_Value = val;
return m_Value;
}
FORCEINLINE const Type& Set( const Type &val )
{
if ( NetworkParanoidUnequal( m_Value, val ) )
{
NetworkStateChanged();
m_Value = val;
}
return m_Value;
}
template< class C >
FORCEINLINE const Type& operator=( const C &val )
{
return Set( ( const Type )val );
}
template< class C >
FORCEINLINE const Type& operator=( const CNetworkVarBase< C, Changer > &val )
{
return Set( ( const Type )val.m_Value );
}
FORCEINLINE Type& GetForModify()
{
NetworkStateChanged();
return m_Value;
}
template< class C >
FORCEINLINE const Type& operator+=( const C &val )
{
return Set( m_Value + ( const Type )val );
}
template< class C >
FORCEINLINE const Type& operator-=( const C &val )
{
return Set( m_Value - ( const Type )val );
}
template< class C >
FORCEINLINE const Type& operator/=( const C &val )
{
return Set( m_Value / ( const Type )val );
}
template< class C >
FORCEINLINE const Type& operator*=( const C &val )
{
return Set( m_Value * ( const Type )val );
}
template< class C >
FORCEINLINE const Type& operator^=( const C &val )
{
return Set( m_Value ^ ( const Type )val );
}
template< class C >
FORCEINLINE const Type& operator|=( const C &val )
{
return Set( m_Value | ( const Type )val );
}
FORCEINLINE const Type& operator++()
{
return (*this += 1);
}
FORCEINLINE Type operator--()
{
return (*this -= 1);
}
FORCEINLINE Type operator++( int ) // postfix version..
{
Type val = m_Value;
(*this += 1);
return val;
}
FORCEINLINE Type operator--( int ) // postfix version..
{
Type val = m_Value;
(*this -= 1);
return val;
}
// For some reason the compiler only generates type conversion warnings for this operator when used like
// CNetworkVarBase<unsigned char> = 0x1
// (it warns about converting from an int to an unsigned char).
template< class C >
FORCEINLINE const Type& operator&=( const C &val )
{
return Set( m_Value & ( const Type )val );
}
FORCEINLINE operator const Type&() const
{
return m_Value;
}
FORCEINLINE const Type& Get() const
{
return m_Value;
}
FORCEINLINE const Type* operator->() const
{
return &m_Value;
}
Type m_Value;
protected:
FORCEINLINE void NetworkStateChanged()
{
Changer::NetworkStateChanged( this );
}
FORCEINLINE void NetworkStateChanged( void *pVar )
{
Changer::NetworkStateChanged( this, pVar );
}
};
#include "networkvar_vector.h"
template< class Type, class Changer >
class CNetworkColor32Base : public CNetworkVarBase< Type, Changer >
{
typedef CNetworkVarBase< Type, Changer > base;
public:
inline void Init( byte rVal, byte gVal, byte bVal )
{
SetR( rVal );
SetG( gVal );
SetB( bVal );
}
inline void Init( byte rVal, byte gVal, byte bVal, byte aVal )
{
SetR( rVal );
SetG( gVal );
SetB( bVal );
SetA( aVal );
}
const Type& operator=( const Type &val )
{
return this->Set( val );
}
const Type& operator=( const CNetworkColor32Base<Type,Changer> &val )
{
return base::Set( val.m_Value );
}
inline byte GetR() const { return this->m_Value.r; }
inline byte GetG() const { return this->m_Value.g; }
inline byte GetB() const { return this->m_Value.b; }
inline byte GetA() const { return this->m_Value.a; }
inline void SetR( byte val ) { SetVal( this->m_Value.r, val ); }
inline void SetG( byte val ) { SetVal( this->m_Value.g, val ); }
inline void SetB( byte val ) { SetVal( this->m_Value.b, val ); }
inline void SetA( byte val ) { SetVal( this->m_Value.a, val ); }
protected:
inline void SetVal( byte &out, const byte &in )
{
if ( out != in )
{
this->NetworkStateChanged();
out = in;
}
}
};
// Network quaternion wrapper.
template< class Type, class Changer >
class CNetworkQuaternionBase : public CNetworkVarBase< Type, Changer >
{
typedef CNetworkVarBase< Type, Changer > base;
public:
inline void Init( float ix=0, float iy=0, float iz=0, float iw = 0 )
{
base::Set( Quaternion( ix, iy, iz, iw ) );
}
const Type& operator=( const Type &val )
{
return Set( val );
}
const Type& operator=( const CNetworkQuaternionBase<Type,Changer> &val )
{
return Set( val.m_Value );
}
inline float GetX() const { return this->m_Value.x; }
inline float GetY() const { return this->m_Value.y; }
inline float GetZ() const { return this->m_Value.z; }
inline float GetW() const { return this->m_Value.w; }
inline float operator[]( int i ) const { return this->m_Value[i]; }
inline void SetX( float val ) { DetectChange( this->m_Value.x, val ); }
inline void SetY( float val ) { DetectChange( this->m_Value.y, val ); }
inline void SetZ( float val ) { DetectChange( this->m_Value.z, val ); }
inline void SetW( float val ) { DetectChange( this->m_Value.w, val ); }
inline void Set( int i, float val ) { DetectChange( this->m_Value[i], val ); }
bool operator==( const Type &val ) const
{
return !NetworkParanoidUnequal( this->m_Value, ( Type )val );
}
bool operator!=( const Type &val ) const
{
return NetworkParanoidUnequal( this->m_Value, val );
}
const Type operator+( const Type &val ) const
{
return this->m_Value + val;
}
const Type operator-( const Type &val ) const
{
return this->m_Value - val;
}
const Type operator*( const Type &val ) const
{
return this->m_Value * val;
}
const Type& operator*=( float val )
{
return Set( this->m_Value * val );
}
const Type operator*( float val ) const
{
return this->m_Value * val;
}
const Type operator/( const Type &val ) const
{
return this->m_Value / val;
}
private:
inline void DetectChange( float &out, float in )
{
if ( NetworkParanoidUnequal( out, in ) )
{
this->NetworkStateChanged();
out = in;
}
}
};
// Network ehandle wrapper.
#if defined( CLIENT_DLL ) || defined( GAME_DLL )
template< class Type, class Changer >
class CNetworkHandleBase : public CNetworkVarBase< CBaseHandle, Changer >
{
typedef CNetworkVarBase< CBaseHandle, Changer > base;
public:
const Type* operator=( const Type *val )
{
return Set( val );
}
const Type& operator=( const CNetworkHandleBase<Type,Changer> &val )
{
const CBaseHandle &handle = CNetworkVarBase<CBaseHandle,Changer>::Set( val.m_Value );
return *(const Type*)handle.Get();
}
bool operator !() const
{
return !this->m_Value.Get();
}
operator Type*() const
{
return static_cast< Type* >( this->m_Value.Get() );
}
const Type* Set( const Type *val )
{
if ( CNetworkHandleBase<Type,Changer>::m_Value != val )
{
this->NetworkStateChanged();
CNetworkHandleBase<Type,Changer>::m_Value = val;
}
return val;
}
Type* Get() const
{
return static_cast< Type* >( CNetworkHandleBase<Type,Changer>::m_Value.Get() );
}
Type* operator->() const
{
return static_cast< Type* >( CNetworkHandleBase<Type,Changer>::m_Value.Get() );
}
bool operator==( const Type *val ) const
{
return CNetworkHandleBase<Type,Changer>::m_Value == val;
}
bool operator!=( const Type *val ) const
{
return CNetworkHandleBase<Type,Changer>::m_Value != val;
}
};
#define CNetworkHandle( type, name ) CNetworkHandleInternal( type, name, NetworkStateChanged )
#define CNetworkHandleInternal( type, name, stateChangedFn ) \
NETWORK_VAR_START( type, name ) \
NETWORK_VAR_END( type, name, CNetworkHandleBase, stateChangedFn )
#endif
// Use this macro to define a network variable.
#define CNetworkVar( type, name ) \
NETWORK_VAR_START( type, name ) \
NETWORK_VAR_END( type, name, CNetworkVarBase, NetworkStateChanged )
// Use this macro when you have a base class with a variable, and it doesn't have that variable in a SendTable,
// but a derived class does. Then, the entity is only flagged as changed when the variable is changed in
// an entity that wants to transmit the variable.
#define CNetworkVarForDerived( type, name ) \
virtual void NetworkStateChanged_##name() {} \
virtual void NetworkStateChanged_##name( void *pVar ) {} \
NETWORK_VAR_START( type, name ) \
NETWORK_VAR_END( type, name, CNetworkVarBase, NetworkStateChanged_##name )
#define CNetworkHandleForDerived( type, name ) \
virtual void NetworkStateChanged_##name() {} \
virtual void NetworkStateChanged_##name( void *pVar ) {} \
CNetworkHandleInternal( type, name, NetworkStateChanged_##name )
#define CNetworkArrayForDerived( type, name, count ) \
virtual void NetworkStateChanged_##name() {} \
virtual void NetworkStateChanged_##name( void *pVar ) {} \
CNetworkArrayInternal( type, name, count, NetworkStateChanged_##name )
#define IMPLEMENT_NETWORK_VAR_FOR_DERIVED( name ) \
virtual void NetworkStateChanged_##name() { CHECK_USENETWORKVARS NetworkStateChanged(); } \
virtual void NetworkStateChanged_##name( void *pVar ) { CHECK_USENETWORKVARS NetworkStateChanged( pVar ); }
// This virtualizes the change detection on the variable, but it is ON by default.
// Use this when you have a base class in which MOST of its derived classes use this variable
// in their SendTables, but there are a couple that don't (and they
// can use DISABLE_NETWORK_VAR_FOR_DERIVED).
#define CNetworkVarForDerived_OnByDefault( type, name ) \
virtual void NetworkStateChanged_##name() { CHECK_USENETWORKVARS NetworkStateChanged(); } \
virtual void NetworkStateChanged_##name( void *pVar ) { CHECK_USENETWORKVARS NetworkStateChanged( pVar ); } \
NETWORK_VAR_START( type, name ) \
NETWORK_VAR_END( type, name, CNetworkVarBase, NetworkStateChanged_##name )
#define DISABLE_NETWORK_VAR_FOR_DERIVED( name ) \
virtual void NetworkStateChanged_##name() {} \
virtual void NetworkStateChanged_##name( void *pVar ) {}
#define CNetworkQuaternion( name ) \
NETWORK_VAR_START( Quaternion, name ) \
NETWORK_VAR_END( Quaternion, name, CNetworkQuaternionBase, NetworkStateChanged )
// Helper for color32's. Contains GetR(), SetR(), etc.. functions.
#define CNetworkColor32( name ) \
NETWORK_VAR_START( color32, name ) \
NETWORK_VAR_END( color32, name, CNetworkColor32Base, NetworkStateChanged )
#define CNetworkString( name, length ) \
class NetworkVar_##name; \
friend class NetworkVar_##name; \
typedef ThisClass MakeANetworkVar_##name; \
class NetworkVar_##name : public CNetworkVarFlagsBase\
{ \
public: \
operator const char*() const { return m_Value; } \
const char* Get() const { return m_Value; } \
char* GetForModify() \
{ \
NetworkStateChanged(); \
return m_Value; \
} \
protected: \
inline void NetworkStateChanged() \
{ \
START_CHECK_USENETWORKVARS \
ThisClass *pThis = ((ThisClass*)(((char*)this) - MyOffsetOf(ThisClass,name))); \
pThis->NetworkStateChanged(); \
END_CHECK_USENETWORKVARS \
} \
private: \
char m_Value[length]; \
}; \
typedef NetworkVar_##name NetworkVarType_##name; \
NetworkVar_##name name;
// Use this to define networked arrays.
// You can access elements for reading with operator[], and you can set elements with the Set() function.
#define CNetworkArrayInternal( type, name, count, stateChangedFn ) \
class NetworkVar_##name; \
friend class NetworkVar_##name; \
typedef ThisClass MakeANetworkVar_##name; \
class NetworkVar_##name \
{ \
public: \
template <typename T> friend int ServerClassInit(T *); \
const type& operator[]( int i ) const \
{ \
return Get( i ); \
} \
\
const type& Get( int i ) const \
{ \
Assert( i >= 0 && i < count ); \
return m_Value[i]; \
} \
\
type& GetForModify( int i ) \
{ \
Assert( i >= 0 && i < count ); \
NetworkStateChanged( i ); \
return m_Value[i]; \
} \
\
void Set( int i, const type &val ) \
{ \
Assert( i >= 0 && i < count ); \
if( memcmp( &m_Value[i], &val, sizeof(type) ) ) \
{ \
NetworkStateChanged( i ); \
m_Value[i] = val; \
} \
} \
const type* Base() const { return m_Value; } \
int Count() const { return count; } \
type m_Value[count]; \
protected: \
inline void NetworkStateChanged( int index ) \
{ \
START_CHECK_USENETWORKVARS \
ThisClass *pThis = ((ThisClass*)(((char*)this) - MyOffsetOf(ThisClass,name))); \
pThis->stateChangedFn( &m_Value[index] ); \
END_CHECK_USENETWORKVARS \
} \
}; \
NetworkVar_##name name;
#define CNetworkArray( type, name, count ) CNetworkArrayInternal( type, name, count, NetworkStateChanged )
// Internal macros used in definitions of network vars.
#define NETWORK_VAR_START( networkVarType, networkVarName ) \
class NetworkVar_##networkVarName; \
friend class NetworkVar_##networkVarName; \
typedef ThisClass MakeANetworkVar_##networkVarName; \
class NetworkVar_##networkVarName \
{ \
public: \
template <typename T> friend int ServerClassInit(T *);
// pChangedPtr could be the Y or Z component of a vector, so possibly != to pNetworkVar.
#define NETWORK_VAR_END( networkVarType, networkVarName, baseClassName, stateChangedFn ) \
public: \
static inline void NetworkStateChanged( void *pNetworkVar, void *pChangedPtr ) \
{ \
START_CHECK_USENETWORKVARS \
ThisClass *pThis = ( (ThisClass*)(((char*)pNetworkVar) - MyOffsetOf(ThisClass,networkVarName)) ); \
pThis->stateChangedFn( pChangedPtr ); \
END_CHECK_USENETWORKVARS \
} \
static inline void NetworkStateChanged( void *pNetworkVar ) \
{ \
NetworkStateChanged( pNetworkVar, pNetworkVar ); \
} \
}; \
typedef baseClassName< networkVarType, NetworkVar_##networkVarName > NetworkVarType_##networkVarName; \
baseClassName< networkVarType, NetworkVar_##networkVarName > networkVarName;
#endif // NETWORKVAR_H