Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
// Serialization/unserialization buffer
//=============================================================================//
#ifndef UTLSTREAMBUFFER_H
#define UTLSTREAMBUFFER_H
#ifdef _WIN32
#pragma once
#endif
#include "tier1/utlbuffer.h"
#include "filesystem.h"
//-----------------------------------------------------------------------------
// Command parsing..
//-----------------------------------------------------------------------------
class CUtlStreamBuffer : public CUtlBuffer
{
typedef CUtlBuffer BaseClass;
public:
// See CUtlBuffer::BufferFlags_t for flags
CUtlStreamBuffer( );
CUtlStreamBuffer( const char *pFileName, const char *pPath, int nFlags = 0, bool bDelayOpen = false );
~CUtlStreamBuffer();
// Open the file. normally done in constructor
void Open( const char *pFileName, const char *pPath, int nFlags );
// close the file. normally done in destructor
void Close();
// Is the file open?
bool IsOpen() const;
private:
// error flags
enum
{
FILE_OPEN_ERROR = MAX_ERROR_FLAG << 1,
FILE_WRITE_ERROR = MAX_ERROR_FLAG << 2,
};
// Overflow functions
bool StreamPutOverflow( int nSize );
bool StreamGetOverflow( int nSize );
// Grow allocation size to fit requested size
void GrowAllocatedSize( int nSize );
// Reads bytes from the file; fixes up maxput if necessary and null terminates
int ReadBytesFromFile( int nBytesToRead, int nReadOffset );
FileHandle_t OpenFile( const char *pFileName, const char *pPath );
FileHandle_t m_hFileHandle;
char *m_pFileName;
char *m_pPath;
};
#endif // UTLSTREAMBUFFER_H