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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef NETWORKVAR_H
#define NETWORKVAR_H
#ifdef _WIN32
#pragma once
#endif
#include "tier0/dbg.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)&((type*)0)->var )
#ifdef _DEBUG
extern bool g_bUseNetworkVars; #define CHECK_USENETWORKVARS if(g_bUseNetworkVars)
#else
#define CHECK_USENETWORKVARS // don't check for g_bUseNetworkVars
#endif
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 ) {}
// NOTE: Assignment operator is disabled because it doesn't call copy constructors of scalar types within the aggregate, so they are not marked changed
#define CNetworkVarEmbedded( type, name ) \
class NetworkVar_##name; \ friend class NetworkVar_##name; \ static inline int GetOffset_##name() { return MyOffsetOf(ThisClass,name); } \ typedef ThisClass ThisClass_##name; \ class NetworkVar_##name : public type \ { \ template< class T > NetworkVar_##name& operator=( const T &val ) { *((type*)this) = val; return *this; } \ public: \ void CopyFrom( const type &src ) { *((type *)this) = src; NetworkStateChanged(); } \ virtual void NetworkStateChanged() \ { \ DispatchNetworkStateChanged( (ThisClass_##name*)( ((char*)this) - GetOffset_##name() ) ); \ } \ virtual void NetworkStateChanged( void *pVar ) \ { \ DispatchNetworkStateChanged( (ThisClass_##name*)( ((char*)this) - GetOffset_##name() ), pVar ); \ } \ }; \ NetworkVar_##name name;
template<typename T> FORCEINLINE void NetworkVarConstruct( T &x ) { x = T(0); } FORCEINLINE void NetworkVarConstruct( color32_s &x ) { x.r = x.g = x.b = x.a = 0; }
template< class Type, class Changer > class CNetworkVarBase { public: inline CNetworkVarBase() { NetworkVarConstruct( m_Value ); }
template< class C > const Type& operator=( const C &val ) { return Set( ( const Type )val ); } template< class C > const Type& operator=( const CNetworkVarBase< C, Changer > &val ) { return Set( ( const Type )val.m_Value ); } const Type& Set( const Type &val ) { if ( memcmp( &m_Value, &val, sizeof(Type) ) ) { NetworkStateChanged(); m_Value = val; } return m_Value; } Type& GetForModify() { NetworkStateChanged(); return m_Value; }
template< class C > const Type& operator+=( const C &val ) { return Set( m_Value + ( const Type )val ); }
template< class C > const Type& operator-=( const C &val ) { return Set( m_Value - ( const Type )val ); } template< class C > const Type& operator/=( const C &val ) { return Set( m_Value / ( const Type )val ); } template< class C > const Type& operator*=( const C &val ) { return Set( m_Value * ( const Type )val ); } template< class C > const Type& operator^=( const C &val ) { return Set( m_Value ^ ( const Type )val ); }
template< class C > const Type& operator|=( const C &val ) { return Set( m_Value | ( const Type )val ); }
const Type& operator++() { return (*this += 1); }
Type operator--() { return (*this -= 1); } Type operator++( int ) // postfix version..
{ Type val = m_Value; (*this += 1); return val; }
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 > const Type& operator&=( const C &val ) { return Set( m_Value & ( const Type )val ); }
operator const Type&() const { return m_Value; } const Type& Get() const { return m_Value; } const Type* operator->() const { return &m_Value; }
Type m_Value;
protected: inline void NetworkStateChanged() { Changer::NetworkStateChanged( this ); } };
template< class Type, class Changer > class CNetworkColor32Base : public CNetworkVarBase< Type, Changer > { 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 CNetworkVarBase<Type,Changer>::Set( val.m_Value ); } inline byte GetR() const { return CNetworkColor32Base<Type,Changer>::m_Value.r; } inline byte GetG() const { return CNetworkColor32Base<Type,Changer>::m_Value.g; } inline byte GetB() const { return CNetworkColor32Base<Type,Changer>::m_Value.b; } inline byte GetA() const { return CNetworkColor32Base<Type,Changer>::m_Value.a; } inline void SetR( byte val ) { SetVal( CNetworkColor32Base<Type,Changer>::m_Value.r, val ); } inline void SetG( byte val ) { SetVal( CNetworkColor32Base<Type,Changer>::m_Value.g, val ); } inline void SetB( byte val ) { SetVal( CNetworkColor32Base<Type,Changer>::m_Value.b, val ); } inline void SetA( byte val ) { SetVal( CNetworkColor32Base<Type,Changer>::m_Value.a, val ); }
protected: inline void SetVal( byte &out, const byte &in ) { if ( out != in ) { CNetworkVarBase< Type, Changer >::NetworkStateChanged(); out = in; } } };
// Network vector wrapper.
template< class Type, class Changer > class CNetworkVectorBase : public CNetworkVarBase< Type, Changer > { public: inline void Init( float ix=0, float iy=0, float iz=0 ) { SetX( ix ); SetY( iy ); SetZ( iz ); } const Type& operator=( const Type &val ) { return CNetworkVarBase< Type, Changer >::Set( val ); }
const Type& operator=( const CNetworkVectorBase<Type,Changer> &val ) { return CNetworkVarBase<Type,Changer>::Set( val.m_Value ); }
inline float GetX() const { return CNetworkVectorBase<Type,Changer>::m_Value.x; } inline float GetY() const { return CNetworkVectorBase<Type,Changer>::m_Value.y; } inline float GetZ() const { return CNetworkVectorBase<Type,Changer>::m_Value.z; } inline float operator[]( int i ) const { return CNetworkVectorBase<Type,Changer>::m_Value[i]; }
inline void SetX( float val ) { DetectChange( CNetworkVectorBase<Type,Changer>::m_Value.x, val ); } inline void SetY( float val ) { DetectChange( CNetworkVectorBase<Type,Changer>::m_Value.y, val ); } inline void SetZ( float val ) { DetectChange( CNetworkVectorBase<Type,Changer>::m_Value.z, val ); } inline void Set( int i, float val ) { DetectChange( CNetworkVectorBase<Type,Changer>::m_Value[i], val ); }
bool operator==( const Type &val ) const { return CNetworkVectorBase<Type,Changer>::m_Value == (Type)val; }
bool operator!=( const Type &val ) const { return CNetworkVectorBase<Type,Changer>::m_Value != (Type)val; }
const Type operator+( const Type &val ) const { return CNetworkVectorBase<Type,Changer>::m_Value + val; }
const Type operator-( const Type &val ) const { return CNetworkVectorBase<Type,Changer>::m_Value - val; }
const Type operator*( const Type &val ) const { return CNetworkVectorBase<Type,Changer>::m_Value * val; }
const Type& operator*=( float val ) { return CNetworkVarBase< Type, Changer >::Set( CNetworkVectorBase<Type,Changer>::m_Value * val ); }
const Type operator*( float val ) const { return CNetworkVectorBase<Type,Changer>::m_Value * val; }
const Type operator/( const Type &val ) const { return CNetworkVectorBase<Type,Changer>::m_Value / val; }
private: inline void DetectChange( float &out, float in ) { if ( out != in ) { CNetworkVectorBase<Type,Changer>::NetworkStateChanged(); out = in; } } };
// Network vector wrapper.
template< class Type, class Changer > class CNetworkQuaternionBase : public CNetworkVarBase< Type, Changer > { public: inline void Init( float ix=0, float iy=0, float iz=0, float iw = 0 ) { SetX( ix ); SetY( iy ); SetZ( iz ); SetW( iw ); } const Type& operator=( const Type &val ) { return CNetworkVarBase< Type, Changer >::Set( val ); }
const Type& operator=( const CNetworkQuaternionBase<Type,Changer> &val ) { return CNetworkVarBase<Type,Changer>::Set( val.m_Value ); }
inline float GetX() const { return CNetworkQuaternionBase<Type,Changer>::m_Value.x; } inline float GetY() const { return CNetworkQuaternionBase<Type,Changer>::m_Value.y; } inline float GetZ() const { return CNetworkQuaternionBase<Type,Changer>::m_Value.z; } inline float GetW() const { return CNetworkQuaternionBase<Type,Changer>::m_Value.w; } inline float operator[]( int i ) const { return CNetworkQuaternionBase<Type,Changer>::m_Value[i]; }
inline void SetX( float val ) { DetectChange( CNetworkQuaternionBase<Type,Changer>::m_Value.x, val ); } inline void SetY( float val ) { DetectChange( CNetworkQuaternionBase<Type,Changer>::m_Value.y, val ); } inline void SetZ( float val ) { DetectChange( CNetworkQuaternionBase<Type,Changer>::m_Value.z, val ); } inline void SetW( float val ) { DetectChange( CNetworkQuaternionBase<Type,Changer>::m_Value.w, val ); } inline void Set( int i, float val ) { DetectChange( CNetworkQuaternionBase<Type,Changer>::m_Value[i], val ); }
bool operator==( const Type &val ) const { return CNetworkQuaternionBase<Type,Changer>::m_Value == (Type)val; }
bool operator!=( const Type &val ) const { return CNetworkQuaternionBase<Type,Changer>::m_Value != (Type)val; }
const Type operator+( const Type &val ) const { return CNetworkQuaternionBase<Type,Changer>::m_Value + val; }
const Type operator-( const Type &val ) const { return CNetworkQuaternionBase<Type,Changer>::m_Value - val; }
const Type operator*( const Type &val ) const { return CNetworkQuaternionBase<Type,Changer>::m_Value * val; }
const Type& operator*=( float val ) { return CNetworkQuaternionBase< Type, Changer >::Set( CNetworkQuaternionBase<Type,Changer>::m_Value * val ); }
const Type operator*( float val ) const { return CNetworkQuaternionBase<Type,Changer>::m_Value * val; }
const Type operator/( const Type &val ) const { return CNetworkQuaternionBase<Type,Changer>::m_Value / val; }
private: inline void DetectChange( float &out, float in ) { if ( out != in ) { CNetworkQuaternionBase<Type,Changer>::NetworkStateChanged(); out = in; } } };
// Network ehandle wrapper.
#if defined( CLIENT_DLL ) || defined( GAME_DLL )
inline void NetworkVarConstruct( CBaseHandle &x ) {}
template< class Type, class Changer > class CNetworkHandleBase : public CNetworkVarBase< CBaseHandle, Changer > { 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 !CNetworkHandleBase<Type,Changer>::m_Value.Get(); } operator Type*() const { return static_cast< Type* >( CNetworkHandleBase<Type,Changer>::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 CNetworkVectorForDerived( name ) \
virtual void NetworkStateChanged_##name() {} \ virtual void NetworkStateChanged_##name( void *pVar ) {} \ CNetworkVectorInternal( Vector, name, 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 ) {}
// Vectors + some convenient helper functions.
#define CNetworkVector( name ) CNetworkVectorInternal( Vector, name, NetworkStateChanged )
#define CNetworkQAngle( name ) CNetworkVectorInternal( QAngle, name, NetworkStateChanged )
#define CNetworkVectorInternal( type, name, stateChangedFn ) \
NETWORK_VAR_START( type, name ) \ NETWORK_VAR_END( type, name, CNetworkVectorBase, stateChangedFn )
#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: \ NetworkVar_##name() { m_Value[0] = '\0'; } \ operator const char*() const { return m_Value; } \ const char* Get() const { return m_Value; } \ char* GetForModify() \ { \ NetworkStateChanged(); \ return m_Value; \ } \ protected: \ inline void NetworkStateChanged() \ { \ CHECK_USENETWORKVARS ((ThisClass*)(((char*)this) - MyOffsetOf(ThisClass,name)))->NetworkStateChanged(); \ } \ private: \ char m_Value[length]; \ }; \ 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: \ inline NetworkVar_##name() \ { \ for ( int i = 0 ; i < count ; ++i ) \ NetworkVarConstruct( m_Value[i] ); \ } \ 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; } \ protected: \ inline void NetworkStateChanged( int net_change_index ) \ { \ CHECK_USENETWORKVARS ((ThisClass*)(((char*)this) - MyOffsetOf(ThisClass,name)))->stateChangedFn( &m_Value[net_change_index] ); \ } \ type m_Value[count]; \ }; \ 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( type, name ) \
class NetworkVar_##name; \ friend class NetworkVar_##name; \ typedef ThisClass MakeANetworkVar_##name; \ class NetworkVar_##name \ { \ public: \ template <typename T> friend int ServerClassInit(T *);
#define NETWORK_VAR_END( type, name, base, stateChangedFn ) \
public: \ static inline void NetworkStateChanged( void *ptr ) \ { \ CHECK_USENETWORKVARS ((ThisClass*)(((char*)ptr) - MyOffsetOf(ThisClass,name)))->stateChangedFn( ptr ); \ } \ }; \ base< type, NetworkVar_##name > name;
#endif // NETWORKVAR_H
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