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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: A global class that holds a prioritized queue of entity I/O events.
// Events can be posted with a nonzero delay, which determines how long
// they are held before being dispatched to their recipients.
//
// The queue is serviced once per server frame.
//
//=============================================================================//
#ifndef EVENTQUEUE_H
#define EVENTQUEUE_H
#ifdef _WIN32
#pragma once
#endif
#include "mempool.h"
struct EventQueuePrioritizedEvent_t { float m_flFireTime; string_t m_iTarget; string_t m_iTargetInput; EHANDLE m_pActivator; EHANDLE m_pCaller; int m_iOutputID; EHANDLE m_pEntTarget; // a pointer to the entity to target; overrides m_iTarget
variant_t m_VariantValue; // variable-type parameter
EventQueuePrioritizedEvent_t *m_pNext; EventQueuePrioritizedEvent_t *m_pPrev;
DECLARE_SIMPLE_DATADESC();
DECLARE_FIXEDSIZE_ALLOCATOR( PrioritizedEvent_t ); };
class CEventQueue { public: // pushes an event into the queue, targeting a string name (m_iName), or directly by a pointer
void AddEvent( const char *target, const char *action, variant_t Value, float fireDelay, CBaseEntity *pActivator, CBaseEntity *pCaller, int outputID = 0 ); void AddEvent( CBaseEntity *target, const char *action, float fireDelay, CBaseEntity *pActivator, CBaseEntity *pCaller, int outputID = 0 ); void AddEvent( CBaseEntity *target, const char *action, variant_t Value, float fireDelay, CBaseEntity *pActivator, CBaseEntity *pCaller, int outputID = 0 );
void CancelEvents( CBaseEntity *pCaller ); void CancelEventOn( CBaseEntity *pTarget, const char *sInputName ); bool HasEventPending( CBaseEntity *pTarget, const char *sInputName );
// services the queue, firing off any events who's time hath come
void ServiceEvents( void );
// debugging
void ValidateQueue( void );
// serialization
int Save( ISave &save ); int Restore( IRestore &restore );
CEventQueue(); ~CEventQueue();
void Init( void ); void Clear( void ); // resets the list
void Dump( void );
private:
void AddEvent( EventQueuePrioritizedEvent_t *event ); void RemoveEvent( EventQueuePrioritizedEvent_t *pe );
DECLARE_SIMPLE_DATADESC(); EventQueuePrioritizedEvent_t m_Events; int m_iListCount; };
extern CEventQueue g_EventQueue;
#endif // EVENTQUEUE_H
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