Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// $Header: $
// $NoKeywords: $
//
// Material editor
//=============================================================================
#include <windows.h>
#include "appframework/appframework.h"
#include "networksystem/inetworksystem.h"
#include "networksystem/inetworkmessage.h"
#include "bitbuf.h"
#include "filesystem.h"
#include "filesystem_init.h"
#include "tier0/icommandline.h"
#include "vstdlib/cvar.h"
//-----------------------------------------------------------------------------
// Singleton interfaces
//-----------------------------------------------------------------------------
IFileSystem *g_pFileSystem;
INetworkSystem *g_pNetworkSystem;
//-----------------------------------------------------------------------------
// Purpose: Warning/Msg call back through this API
// Input : type -
// *pMsg -
// Output : SpewRetval_t
//-----------------------------------------------------------------------------
SpewRetval_t SpewFunc( SpewType_t type, char const *pMsg )
{
OutputDebugString( pMsg );
if ( type == SPEW_ASSERT )
{
DebuggerBreak();
}
return SPEW_CONTINUE;
}
//-----------------------------------------------------------------------------
// The application object
//-----------------------------------------------------------------------------
class CNetworkTestApp : public CSteamAppSystemGroup
{
typedef CSteamAppSystemGroup BaseClass;
public:
// Methods of IApplication
virtual bool Create();
virtual bool PreInit( );
virtual int Main();
virtual void PostShutdown( );
virtual void Destroy();
virtual const char *GetAppName() { return "NetworkTest"; }
virtual bool AppUsesReadPixels() { return false; }
private:
// Window management
bool CreateAppWindow( char const *pTitle, bool bWindowed, int w, int h );
// Sets up the game path
bool SetupSearchPaths();
HWND m_HWnd;
};
DEFINE_WINDOWED_STEAM_APPLICATION_OBJECT( CNetworkTestApp );
//-----------------------------------------------------------------------------
// Create all singleton systems
//-----------------------------------------------------------------------------
bool CNetworkTestApp::Create()
{
SpewOutputFunc( SpewFunc );
// Add in the cvar factory
AppModule_t cvarModule = LoadModule( VStdLib_GetICVarFactory() );
AddSystem( cvarModule, CVAR_INTERFACE_VERSION );
AppSystemInfo_t appSystems[] =
{
{ "networksystem.dll", NETWORKSYSTEM_INTERFACE_VERSION },
{ "", "" } // Required to terminate the list
};
if ( !AddSystems( appSystems ) )
return false;
g_pFileSystem = (IFileSystem*)FindSystem( FILESYSTEM_INTERFACE_VERSION );
g_pNetworkSystem = (INetworkSystem*)FindSystem( NETWORKSYSTEM_INTERFACE_VERSION );
if (!g_pFileSystem || !g_pNetworkSystem )
return false;
return true;
}
void CNetworkTestApp::Destroy()
{
g_pFileSystem = NULL;
g_pNetworkSystem = NULL;
}
//-----------------------------------------------------------------------------
// Window management
//-----------------------------------------------------------------------------
bool CNetworkTestApp::CreateAppWindow( char const *pTitle, bool bWindowed, int w, int h )
{
WNDCLASSEX wc;
memset( &wc, 0, sizeof( wc ) );
wc.cbSize = sizeof( wc );
wc.style = CS_OWNDC | CS_DBLCLKS;
wc.lpfnWndProc = DefWindowProc;
wc.hInstance = (HINSTANCE)GetAppInstance();
wc.lpszClassName = "Valve001";
wc.hIcon = NULL; //LoadIcon( s_HInstance, MAKEINTRESOURCE( IDI_LAUNCHER ) );
wc.hIconSm = wc.hIcon;
RegisterClassEx( &wc );
// Note, it's hidden
DWORD style = WS_POPUP | WS_CLIPSIBLINGS;
if ( bWindowed )
{
// Give it a frame
style |= WS_OVERLAPPEDWINDOW;
style &= ~WS_THICKFRAME;
}
// Never a max box
style &= ~WS_MAXIMIZEBOX;
RECT windowRect;
windowRect.top = 0;
windowRect.left = 0;
windowRect.right = w;
windowRect.bottom = h;
// Compute rect needed for that size client area based on window style
AdjustWindowRectEx(&windowRect, style, FALSE, 0);
// Create the window
m_HWnd = CreateWindow( wc.lpszClassName, pTitle, style, 0, 0,
windowRect.right - windowRect.left, windowRect.bottom - windowRect.top,
NULL, NULL, (HINSTANCE)GetAppInstance(), NULL );
if (!m_HWnd)
return false;
int CenterX, CenterY;
CenterX = (GetSystemMetrics(SM_CXSCREEN) - w) / 2;
CenterY = (GetSystemMetrics(SM_CYSCREEN) - h) / 2;
CenterX = (CenterX < 0) ? 0: CenterX;
CenterY = (CenterY < 0) ? 0: CenterY;
// In VCR modes, keep it in the upper left so mouse coordinates are always relative to the window.
SetWindowPos (m_HWnd, NULL, CenterX, CenterY, 0, 0,
SWP_NOSIZE | SWP_NOZORDER | SWP_SHOWWINDOW | SWP_DRAWFRAME);
return true;
}
//-----------------------------------------------------------------------------
// Sets up the game path
//-----------------------------------------------------------------------------
bool CNetworkTestApp::SetupSearchPaths()
{
CFSSteamSetupInfo steamInfo;
steamInfo.m_pDirectoryName = NULL;
steamInfo.m_bOnlyUseDirectoryName = false;
steamInfo.m_bToolsMode = true;
steamInfo.m_bSetSteamDLLPath = true;
steamInfo.m_bSteam = g_pFileSystem->IsSteam();
if ( FileSystem_SetupSteamEnvironment( steamInfo ) != FS_OK )
return false;
CFSMountContentInfo fsInfo;
fsInfo.m_pFileSystem = g_pFileSystem;
fsInfo.m_bToolsMode = true;
fsInfo.m_pDirectoryName = steamInfo.m_GameInfoPath;
if ( FileSystem_MountContent( fsInfo ) != FS_OK )
return false;
// Finally, load the search paths for the "GAME" path.
CFSSearchPathsInit searchPathsInit;
searchPathsInit.m_pDirectoryName = steamInfo.m_GameInfoPath;
searchPathsInit.m_pFileSystem = g_pFileSystem;
if ( FileSystem_LoadSearchPaths( searchPathsInit ) != FS_OK )
return false;
g_pFileSystem->AddSearchPath( steamInfo.m_GameInfoPath, "SKIN", PATH_ADD_TO_HEAD );
char platform[MAX_PATH];
Q_strncpy( platform, steamInfo.m_GameInfoPath, MAX_PATH );
Q_StripTrailingSlash( platform );
Q_strncat( platform, "/../platform", MAX_PATH, MAX_PATH );
g_pFileSystem->AddSearchPath( platform, "PLATFORM" );
return true;
}
//-----------------------------------------------------------------------------
// PreInit, PostShutdown
//-----------------------------------------------------------------------------
bool CNetworkTestApp::PreInit( )
{
// Add paths...
if ( !SetupSearchPaths() )
return false;
const char *pArg;
int iWidth = 1024;
int iHeight = 768;
bool bWindowed = (CommandLine()->CheckParm( "-fullscreen" ) == NULL);
if (CommandLine()->CheckParm( "-width", &pArg ))
{
iWidth = atoi( pArg );
}
if (CommandLine()->CheckParm( "-height", &pArg ))
{
iHeight = atoi( pArg );
}
if (!CreateAppWindow( "NetworkTest", bWindowed, iWidth, iHeight ))
return false;
return true;
}
void CNetworkTestApp::PostShutdown( )
{
}
//-----------------------------------------------------------------------------
// Network message ids
//-----------------------------------------------------------------------------
enum
{
TEST_GROUP = NETWORKSYSTEM_FIRST_GROUP,
};
enum
{
TEST_MESSAGE_1 = 0,
};
//-----------------------------------------------------------------------------
// Test network message
//-----------------------------------------------------------------------------
class CTestNetworkMessage : public CNetworkMessage
{
public:
CTestNetworkMessage() { SetReliable( false ); }
CTestNetworkMessage( int nValue ) : m_Data( nValue ) { SetReliable( false ); }
DECLARE_BASE_MESSAGE( TEST_GROUP, TEST_MESSAGE_1, "Test Message 1" )
bool Process();
int m_Data;
};
bool CTestNetworkMessage::WriteToBuffer( bf_write &buffer )
{
buffer.WriteShort( m_Data );
return !buffer.IsOverflowed();
}
bool CTestNetworkMessage::ReadFromBuffer( bf_read &buffer )
{
m_Data = buffer.ReadShort();
return !buffer.IsOverflowed();
}
bool CTestNetworkMessage::Process()
{
Msg( "Received test message %d\n", m_Data );
return true;
}
//-----------------------------------------------------------------------------
// main application
//-----------------------------------------------------------------------------
int CNetworkTestApp::Main()
{
// Network messages must be registered before the server or client is started
g_pNetworkSystem->RegisterMessage( new CTestNetworkMessage() );
int nRetVal = 0;
if ( !g_pNetworkSystem->StartServer( ) )
return 0;
if ( !g_pNetworkSystem->StartClient( ) )
goto shutdownServer;
// Set the channel up for receiving
INetChannel *pChan = g_pNetworkSystem->ConnectClientToServer( "localhost", 27001 );
if ( !pChan )
goto shutdownClient;
INetChannel *pServerChan = NULL;
{
while( true )
{
// Helps avoid a buffer overflow
Sleep( 1 );
// Send a message out
if ( pChan->GetConnectionState() == CONNECTION_STATE_CONNECTED )
{
CTestNetworkMessage msg( 5 );
pChan->AddNetMsg( &msg, false );
msg.m_Data = 4;
pChan->AddNetMsg( &msg, false );
}
if ( pServerChan )
{
CTestNetworkMessage msg( 6 );
pServerChan->AddNetMsg( &msg, false );
msg.m_Data = 7;
pServerChan->AddNetMsg( &msg, false );
}
g_pNetworkSystem->ClientSendMessages();
g_pNetworkSystem->ServerReceiveMessages();
g_pNetworkSystem->ServerSendMessages();
g_pNetworkSystem->ClientReceiveMessages();
NetworkEvent_t *pEvent = g_pNetworkSystem->FirstNetworkEvent();
for ( ; pEvent; pEvent = g_pNetworkSystem->NextNetworkEvent( ) )
{
switch ( pEvent->m_nType )
{
case NETWORK_EVENT_CONNECTED:
pServerChan = ((NetworkConnectionEvent_t*)pEvent)->m_pChannel;
break;
case NETWORK_EVENT_DISCONNECTED:
if ( pServerChan == ((NetworkDisconnectionEvent_t*)pEvent)->m_pChannel )
{
pServerChan = NULL;
}
break;
case NETWORK_EVENT_MESSAGE_RECEIVED:
{
NetworkMessageReceivedEvent_t *pReceivedEvent = static_cast<NetworkMessageReceivedEvent_t*>( pEvent );
if ( ( pReceivedEvent->m_pNetworkMessage->GetGroup() == TEST_GROUP ) && ( pReceivedEvent->m_pNetworkMessage->GetType() == TEST_MESSAGE_1 ) )
{
static_cast<CTestNetworkMessage*>( pReceivedEvent->m_pNetworkMessage )->Process();
}
}
break;
}
}
}
nRetVal = 1;
g_pNetworkSystem->DisconnectClientFromServer( pChan );
}
shutdownClient:
g_pNetworkSystem->ShutdownClient( );
shutdownServer:
g_pNetworkSystem->ShutdownServer( );
return nRetVal;
}