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123 lines
4.0 KiB
123 lines
4.0 KiB
//======= Copyright (c) 1996-2009, Valve Corporation, All rights reserved. ======
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//
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// Implementation of the CGameEventTransmitter class.
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//
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//
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//===============================================================================
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#include <tier0/vprof.h>
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#include "gameeventtransmitter.h"
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#include "net.h"
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#include "tier1/convar.h"
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#include "GameEventManager.h"
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#include "tier0/icommandline.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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static CGameEventTransmitter s_GameEventTransmitter;
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CGameEventTransmitter &g_GameEventTransmitter = s_GameEventTransmitter;
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//-----------------------------------------------------------------------------
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// Convar function to set the IP address and port.
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//-----------------------------------------------------------------------------
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void CC_TransmitEvents( const CCommand &args )
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{
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if ( !g_GameEventTransmitter.SetIPAndPort( args.ArgS() ) )
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{
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if ( args.ArgC() > 1 )
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{
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Msg("Invalid address or port: %s\n", args.ArgS() );
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}
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else
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{
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Msg("No address and port passed in.\n" );
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}
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}
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else
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{
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Msg("SUCCESS! address and port is now set to: %s\n", args.ArgS() );
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}
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}
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static ConCommand TransmitEvents( "TransmitEvents", CC_TransmitEvents, "Transmits Game Events to <address:port>", FCVAR_DEVELOPMENTONLY );
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//-----------------------------------------------------------------------------
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// Initializes the network address based on IP and port
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//-----------------------------------------------------------------------------
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bool CGameEventTransmitter::SetIPAndPort( const char *address )
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{
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m_Adr.SetFromString( address );
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return m_Adr.IsValid();
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}
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//-----------------------------------------------------------------------------
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// Constructor
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//-----------------------------------------------------------------------------
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CGameEventTransmitter::CGameEventTransmitter()
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{
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m_Adr.Clear();
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}
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//-----------------------------------------------------------------------------
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// Destructor
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//-----------------------------------------------------------------------------
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CGameEventTransmitter::~CGameEventTransmitter()
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{
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}
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//-----------------------------------------------------------------------------
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// Used to be able to set the IP address and port from the command line.
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// This will be the primary way to initialize the system, so that uses
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// won't have to enter the address/port during game play.
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//-----------------------------------------------------------------------------
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bool CGameEventTransmitter::Init()
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{
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const char *address = CommandLine()->ParmValue( "-transmitevents", "" );
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if ( address[0] )
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{
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SetIPAndPort( address );
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// This function actually serializes the event data and sends it out on the network
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// to the address and port previously provided.
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//-----------------------------------------------------------------------------
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void CGameEventTransmitter::TransmitGameEvent( IGameEvent *event )
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{
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// Don't bother doing anything if we don't have a transmit address, bad event, or a non-networked event
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if ( !m_Adr.IsValid() || NULL == event || ( event && event->IsLocal() ) )
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{
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return;
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}
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CSVCMsg_GameEvent_t eventData;
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// We send the event name instead of event ID becase the ID's can change depending on what the server sends to the clients
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eventData.set_event_name( event->GetName() );
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// create bitstream from KeyValues
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if ( g_GameEventManager.SerializeEvent( event, &eventData ) )
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{
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bf_write buffer;
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unsigned char buffer_data[MAX_EVENT_BYTES];
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buffer.StartWriting( buffer_data, sizeof(buffer_data) );
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eventData.WriteToBuffer( buffer );
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NET_SendPacket( NULL, NS_CLIENT, m_Adr, buffer_data, buffer.GetNumBytesWritten() );
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}
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else
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{
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DevMsg("GameEventTransmitter: failed to serialize event '%s'.\n", event->GetName() );
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}
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}
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