Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: INetworkMessage interface
//
// $NoKeywords: $
//===========================================================================//
#ifndef INETWORKMESSAGE_H
#define INETWORKMESSAGE_H
#ifdef _WIN32
#pragma once
#endif
#include "tier0/platform.h"
#include "tier0/dbg.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class bf_read;
class bf_write;
class INetMsgHandler;
class INetMessage;
class INetChannel;
//-----------------------------------------------------------------------------
// First valid group number users of the network system can use
//-----------------------------------------------------------------------------
enum
{
NETWORKSYSTEM_FIRST_GROUP = 1,
};
//-----------------------------------------------------------------------------
// A network message
//-----------------------------------------------------------------------------
abstract_class INetworkMessage
{
public:
// Use these to setup who can hear whose voice.
// Pass in client indices (which are their ent indices - 1).
virtual void SetNetChannel(INetChannel * netchan) = 0; // netchannel this message is from/for
virtual void SetReliable( bool state ) = 0; // set to true if it's a reliable message
virtual bool ReadFromBuffer( bf_read &buffer ) = 0; // returns true if parsing was OK
virtual bool WriteToBuffer( bf_write &buffer ) = 0; // returns true if writing was OK
virtual bool IsReliable( void ) const = 0; // true, if message needs reliable handling
virtual int GetGroup( void ) const = 0; // returns net message group of this message
virtual int GetType( void ) const = 0; // returns module specific header tag eg svc_serverinfo
virtual const char *GetGroupName( void ) const = 0; // returns network message group name
virtual const char *GetName( void ) const = 0; // returns network message name, eg "svc_serverinfo"
virtual INetChannel *GetNetChannel( void ) const = 0;
virtual const char *ToString( void ) const = 0; // returns a human readable string about message content
virtual void Release() = 0;
protected:
virtual ~INetworkMessage() {};
};
//-----------------------------------------------------------------------------
// Helper utilities for clients to create messages
//-----------------------------------------------------------------------------
#define DECLARE_BASE_MESSAGE( group, msgtype, description ) \
public: \
virtual bool ReadFromBuffer( bf_read &buffer ); \
virtual bool WriteToBuffer( bf_write &buffer ); \
virtual const char *ToString() const { return description; } \
virtual int GetGroup() const { return group; } \
virtual const char *GetGroupName( void ) const { return #group; } \
virtual int GetType() const { return msgtype; } \
virtual const char *GetName() const { return #msgtype;}\
//-----------------------------------------------------------------------------
// Default empty base class for net messages
//-----------------------------------------------------------------------------
class CNetworkMessage : public INetworkMessage
{
public:
CNetworkMessage()
{
m_bReliable = true;
m_pNetChannel = NULL;
}
virtual void Release()
{
delete this;
}
virtual ~CNetworkMessage() {};
virtual void SetReliable( bool state )
{
m_bReliable = state;
}
virtual bool IsReliable() const
{
return m_bReliable;
}
virtual void SetNetChannel(INetChannel * netchan)
{
m_pNetChannel = netchan;
}
virtual bool Process()
{
// no handler set
Assert( 0 );
return false;
}
INetChannel *GetNetChannel() const
{
return m_pNetChannel;
}
protected:
bool m_bReliable; // true if message should be send reliable
INetChannel *m_pNetChannel; // netchannel this message is from/for
};
#endif // INETWORKMESSAGE_H