Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef NET_SYNCTAGS_H
#define NET_SYNCTAGS_H
#ifdef _WIN32
#pragma once
#endif
#ifdef _DEBUG
#include <bitbuf.h>
extern ConVar net_synctags;
// SyncTags are used as a debugging tool. If net_synctags is set to 1, then the tags
// are put into the bit streams and verified on the client.
inline void SyncTag_Write( bf_write *pBuf, const char *pTag ) { if ( net_synctags.GetInt() ) { pBuf->WriteString( pTag ); } }
inline void SyncTag_Read( bf_read *pBuf, const char *pWantedTag ) { if ( net_synctags.GetInt() ) { char testTag[512]; pBuf->ReadString( testTag, sizeof( testTag ) ); if ( stricmp( testTag, pWantedTag ) != 0 ) { Error( "SyncTag_Read: out-of-sync at tag %s", pWantedTag ); } } }
#else
inline void SyncTag_Write( bf_write *pBuf, const char *pTag ) {} inline void SyncTag_Read( bf_read *pBuf, const char *pWantedTag ) {}
#endif
#endif // NET_SYNCTAGS_H
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