Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//===========================================================================//
#ifndef COMMANDBUFFER_H
#define COMMANDBUFFER_H
#ifdef _WIN32
#pragma once
#endif
#include "tier1/utllinkedlist.h"
#include "tier1/convar.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class CUtlBuffer;
//-----------------------------------------------------------------------------
// Invalid command handle
//-----------------------------------------------------------------------------
typedef int CommandHandle_t;
enum
{
COMMAND_BUFFER_INVALID_COMMAND_HANDLE = 0
};
//-----------------------------------------------------------------------------
// A command buffer class- a queue of argc/argv based commands associated
// with a particular time
//-----------------------------------------------------------------------------
class CCommandBuffer
{
public:
// Constructor, destructor
CCommandBuffer( );
~CCommandBuffer();
// Inserts text into the command buffer
bool AddText( const char *pText, int nTickDelay = 0 );
// Used to iterate over all commands appropriate for the current time
void BeginProcessingCommands( int nDeltaTicks );
bool DequeueNextCommand( );
int DequeueNextCommand( const char **& ppArgv );
int ArgC() const;
const char **ArgV() const;
const char *ArgS() const; // All args that occur after the 0th arg, in string form
const char *GetCommandString() const; // The entire command in string form, including the 0th arg
const CCommand& GetCommand() const;
void EndProcessingCommands();
// Are we in the middle of processing commands?
bool IsProcessingCommands();
// Delays all queued commands to execute at a later time
void DelayAllQueuedCommands( int nTickDelay );
// Indicates how long to delay when encoutering a 'wait' command
void SetWaitDelayTime( int nTickDelay );
// Returns a handle to the next command to process
// (useful when inserting commands into the buffer during processing
// of commands to force immediate execution of those commands,
// most relevantly, to implement a feature where you stream a file
// worth of commands into the buffer, where the file size is too large
// to entirely contain in the buffer).
CommandHandle_t GetNextCommandHandle();
// Specifies a max limit of the args buffer. For unittesting. Size == 0 means use default
void LimitArgumentBufferSize( int nSize );
void SetWaitEnabled( bool bEnable ) { m_bWaitEnabled = bEnable; }
bool IsWaitEnabled( void ) { return m_bWaitEnabled; }
int GetArgumentBufferSize() { return m_nArgSBufferSize; }
int GetMaxArgumentBufferSize() { return m_nMaxArgSBufferLength; }
private:
enum
{
ARGS_BUFFER_LENGTH = 8192,
};
struct Command_t
{
int m_nTick;
int m_nFirstArgS;
int m_nBufferSize;
};
// Insert a command into the command queue at the appropriate time
void InsertCommandAtAppropriateTime( int hCommand );
// Insert a command into the command queue
// Only happens if it's inserted while processing other commands
void InsertImmediateCommand( int hCommand );
// Insert a command into the command queue
bool InsertCommand( const char *pArgS, int nCommandSize, int nTick );
// Returns the length of the next command, as well as the offset to the next command
void GetNextCommandLength( const char *pText, int nMaxLen, int *pCommandLength, int *pNextCommandOffset );
// Compacts the command buffer
void Compact();
// Parses argv0 out of the buffer
bool ParseArgV0( CUtlBuffer &buf, char *pArgv0, int nMaxLen, const char **pArgs );
char m_pArgSBuffer[ ARGS_BUFFER_LENGTH ];
int m_nLastUsedArgSSize;
int m_nArgSBufferSize;
CUtlFixedLinkedList< Command_t > m_Commands;
int m_nCurrentTick;
int m_nLastTickToProcess;
int m_nWaitDelayTicks;
int m_hNextCommand;
int m_nMaxArgSBufferLength;
bool m_bIsProcessingCommands;
bool m_bWaitEnabled;
// NOTE: This is here to avoid the pointers returned by DequeueNextCommand
// to become invalid by calling AddText. Is there a way we can avoid the memcpy?
CCommand m_CurrentCommand;
};
//-----------------------------------------------------------------------------
// Returns the next command
//-----------------------------------------------------------------------------
inline int CCommandBuffer::ArgC() const
{
return m_CurrentCommand.ArgC();
}
inline const char **CCommandBuffer::ArgV() const
{
return m_CurrentCommand.ArgV();
}
inline const char *CCommandBuffer::ArgS() const
{
return m_CurrentCommand.ArgS();
}
inline const char *CCommandBuffer::GetCommandString() const
{
return m_CurrentCommand.GetCommandString();
}
inline const CCommand& CCommandBuffer::GetCommand() const
{
return m_CurrentCommand;
}
#endif // COMMANDBUFFER_H