Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef SERVER_CLASS_H
#define SERVER_CLASS_H
#ifdef _WIN32
#pragma once
#endif
#include "tier0/dbg.h"
#include "dt_send.h"
#include "networkstringtabledefs.h"
class ServerClass;
class SendTable;
extern ServerClass *g_pServerClassHead;
class ServerClass
{
public:
ServerClass( const char *pNetworkName, SendTable *pTable )
{
m_pNetworkName = pNetworkName;
m_pTable = pTable;
m_InstanceBaselineIndex = INVALID_STRING_INDEX;
// g_pServerClassHead is sorted alphabetically, so find the correct place to insert
if ( !g_pServerClassHead )
{
g_pServerClassHead = this;
m_pNext = NULL;
}
else
{
ServerClass *p1 = g_pServerClassHead;
ServerClass *p2 = p1->m_pNext;
// use _stricmp because Q_stricmp isn't hooked up properly yet
if ( _stricmp( p1->GetName(), pNetworkName ) > 0)
{
m_pNext = g_pServerClassHead;
g_pServerClassHead = this;
p1 = NULL;
}
while( p1 )
{
if ( p2 == NULL || _stricmp( p2->GetName(), pNetworkName ) > 0)
{
m_pNext = p2;
p1->m_pNext = this;
break;
}
p1 = p2;
p2 = p2->m_pNext;
}
}
}
const char* GetName() { return m_pNetworkName; }
public:
const char *m_pNetworkName;
SendTable *m_pTable;
ServerClass *m_pNext;
int m_ClassID; // Managed by the engine.
// This is an index into the network string table (sv.GetInstanceBaselineTable()).
int m_InstanceBaselineIndex; // INVALID_STRING_INDEX if not initialized yet.
};
class CBaseNetworkable;
// If you do a DECLARE_SERVERCLASS, you need to do this inside the class definition.
#define DECLARE_SERVERCLASS() \
public: \
virtual ServerClass* GetServerClass(); \
static SendTable *m_pClassSendTable; \
template <typename T> friend int ServerClassInit(T *); \
virtual int YouForgotToImplementOrDeclareServerClass(); \
#define DECLARE_SERVERCLASS_NOBASE() \
public: \
template <typename T> friend int ServerClassInit(T *); \
// Use this macro to expose your class's data across the network.
#define IMPLEMENT_SERVERCLASS( DLLClassName, sendTable ) \
IMPLEMENT_SERVERCLASS_INTERNAL( DLLClassName, sendTable )
// You can use this instead of BEGIN_SEND_TABLE and it will do a DECLARE_SERVERCLASS automatically.
#define IMPLEMENT_SERVERCLASS_ST(DLLClassName, sendTable) \
IMPLEMENT_SERVERCLASS_INTERNAL( DLLClassName, sendTable )\
BEGIN_SEND_TABLE(DLLClassName, sendTable)
#define IMPLEMENT_SERVERCLASS_ST_NOBASE(DLLClassName, sendTable) \
IMPLEMENT_SERVERCLASS_INTERNAL( DLLClassName, sendTable )\
BEGIN_SEND_TABLE_NOBASE( DLLClassName, sendTable )
#ifdef VALIDATE_DECLARE_CLASS
#define CHECK_DECLARE_CLASS( DLLClassName, sendTable ) \
template <typename T> int CheckDeclareClass_Access(T *); \
template <> int CheckDeclareClass_Access<sendTable::ignored>(sendTable::ignored *, const char *pIgnored) \
{ \
return DLLClassName::CheckDeclareClass( #DLLClassName ); \
} \
namespace sendTable \
{ \
int verifyDeclareClass = CheckDeclareClass_Access( (sendTable::ignored*)0 ); \
}
#else
#define CHECK_DECLARE_CLASS( DLLClassName, sendTable )
#endif
#define IMPLEMENT_SERVERCLASS_INTERNAL( DLLClassName, sendTable ) \
namespace sendTable \
{ \
struct ignored; \
extern SendTable g_SendTable; \
} \
CHECK_DECLARE_CLASS( DLLClassName, sendTable ) \
static ServerClass g_##DLLClassName##_ClassReg(\
#DLLClassName, \
&sendTable::g_SendTable\
); \
\
ServerClass* DLLClassName::GetServerClass() {return &g_##DLLClassName##_ClassReg;} \
SendTable *DLLClassName::m_pClassSendTable = &sendTable::g_SendTable;\
int DLLClassName::YouForgotToImplementOrDeclareServerClass() {return 0;}
#endif