Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

137 lines
3.8 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "client_pch.h"
#include "dt_recv_eng.h"
#include "client_class.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static ConVar cl_showevents ( "cl_showevents", "0", FCVAR_CHEAT, "Print event firing info in the console" );
//-----------------------------------------------------------------------------
// Purpose: Show descriptive info about an event in the numbered console area
// Input : slot -
// *eventname -
//-----------------------------------------------------------------------------
void CL_DescribeEvent( int slot, CEventInfo *event, const char *eventname )
{
int idx = (slot & 31);
if ( !cl_showevents.GetInt() )
return;
if ( !eventname )
return;
con_nprint_t n;
n.index = idx;
n.fixed_width_font = true;
n.time_to_live = 4.0f;
n.color[0] = 0.8;
n.color[1] = 0.8;
n.color[2] = 1.0;
Con_NXPrintf( &n, "%02i %6.3ff %20s %03i bytes", slot, cl.GetTime(), eventname, Bits2Bytes( event->bits ) );
if ( cl_showevents.GetInt() == 2 )
{
DevMsg( "%02i %6.3ff %20s %03i bytes\n", slot, cl.GetTime(), eventname, Bits2Bytes( event->bits ) );
}
}
//-----------------------------------------------------------------------------
// Purpose: Decode raw event data into underlying class structure using the specified data table
// Input : *RawData -
// *pToData -
// *pRecvTable -
//-----------------------------------------------------------------------------
void CL_ParseEventDelta( void *RawData, void *pToData, RecvTable *pRecvTable, unsigned int uReadBufferSize )
{
// Make sure we have a decoder
assert(pRecvTable->m_pDecoder);
// Only so much data allowed
bf_read fromBuf( "CL_ParseEventDelta->fromBuf", RawData, uReadBufferSize );
// First, decode all properties as zeros since temp ents are delta'd from zeros.
RecvTable_DecodeZeros( pRecvTable, pToData, -1 );
// Now decode the data from the network on top of that.
RecvTable_Decode( pRecvTable, pToData, &fromBuf, -1 );
// Make sure the server, etc. didn't try to send too much
assert(!fromBuf.IsOverflowed());
}
//-----------------------------------------------------------------------------
// Purpose: Once per frame, walk the client's event slots and look for any events
// that are ready for playing.
//-----------------------------------------------------------------------------
void CL_FireEvents( void )
{
VPROF("CL_FireEvents");
if ( !cl.IsActive() )
{
cl.events.RemoveAll();
return;
}
int i, next;
for ( i = cl.events.Head(); i != cl.events.InvalidIndex(); i = next )
{
next = cl.events.Next( i );
CEventInfo *ei = &cl.events[ i ];
if ( ei->classID == 0 )
{
cl.events.Remove( i );
continue;
}
// Delayed event!
if ( ei->fire_delay && ( ei->fire_delay > cl.GetTime() ) )
continue;
bool success = false;
// Get the receive table if it exists
Assert( ei->pClientClass );
// Get pointer to the event.
if( ei->pClientClass->m_pCreateEventFn )
{
IClientNetworkable *pCE = ei->pClientClass->m_pCreateEventFn();
if(pCE)
{
// Prepare to copy in the data
pCE->PreDataUpdate( DATA_UPDATE_CREATED );
// Decode data into client event object
unsigned int buffer_size = PAD_NUMBER( Bits2Bytes( ei->bits ), 4 );
CL_ParseEventDelta( ei->pData, pCE->GetDataTableBasePtr(), ei->pClientClass->m_pRecvTable, buffer_size );
// Fire the event!!!
pCE->PostDataUpdate( DATA_UPDATE_CREATED );
// Spew to debug area if needed
CL_DescribeEvent( i, ei, ei->pClientClass->m_pNetworkName );
success = true;
}
}
if ( !success )
{
ConDMsg( "Failed to execute event for classId %i\n", ei->classID - 1 );
}
cl.events.Remove( i );
}
}