Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "tier0/icommandline.h"
#include "dt_stack.h"
#include "client.h"
#include "host.h"
#include "utllinkedlist.h"
#include "server.h"
#include "server_class.h"
#include "eiface.h"
#include "demo.h"
#include "sv_packedentities.h"
#ifndef DEDICATED
#include "renamed_recvtable_compat.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern CUtlLinkedList< CClientSendTable*, unsigned short > g_ClientSendTables;
extern CUtlLinkedList< CRecvDecoder *, unsigned short > g_RecvDecoders;
RecvTable* FindRecvTable( const char *pName );
RecvTable *DataTable_FindRenamedTable( const char *pOldTableName )
{
#ifdef DEDICATED
return NULL;
#else
extern IBaseClientDLL *g_ClientDLL;
if ( !g_ClientDLL )
return NULL;
// Get the renamed receive table list from the client DLL and see if we can find
// a new name (assuming it was renamed at all).
const CRenamedRecvTableInfo *pCur = g_ClientDLL->GetRenamedRecvTableInfos();
// This should be a very short list, so we'll do string compares until 2020 when
// someone finds this code and the list has grown to 10,000.
while ( pCur && pCur->m_pOldName && pCur->m_pNewName )
{
if ( !V_stricmp( pCur->m_pOldName, pOldTableName ) )
{
return FindRecvTable( pCur->m_pNewName );
}
pCur = pCur->m_pNext;
}
return NULL;
#endif
}
bool DataTable_SetupReceiveTableFromSendTable( SendTable *sendTable, bool bNeedsDecoder )
{
CClientSendTable *pClientSendTable = new CClientSendTable;
SendTable *pTable = &pClientSendTable->m_SendTable;
g_ClientSendTables.AddToTail( pClientSendTable );
// Read the name.
pTable->m_pNetTableName = COM_StringCopy( sendTable->m_pNetTableName );
// Create a decoder for it if necessary.
if ( bNeedsDecoder )
{
// Make a decoder for it.
CRecvDecoder *pDecoder = new CRecvDecoder;
g_RecvDecoders.AddToTail( pDecoder );
RecvTable *pRecvTable = FindRecvTable( pTable->m_pNetTableName );
if ( !pRecvTable )
{
// Attempt to find a renamed version of the table.
pRecvTable = DataTable_FindRenamedTable( pTable->m_pNetTableName );
if ( !pRecvTable )
{
DataTable_Warning( "No matching RecvTable for SendTable '%s'.\n", pTable->m_pNetTableName );
return false;
}
}
pRecvTable->m_pDecoder = pDecoder;
pDecoder->m_pTable = pRecvTable;
pDecoder->m_pClientSendTable = pClientSendTable;
pDecoder->m_Precalc.m_pSendTable = pClientSendTable->GetSendTable();
pClientSendTable->GetSendTable()->m_pPrecalc = &pDecoder->m_Precalc;
// Initialize array properties.
SetupArrayProps_R<RecvTable, RecvTable::PropType>( pRecvTable );
}
// Read the property list.
pTable->m_nProps = sendTable->m_nProps;
pTable->m_pProps = pTable->m_nProps ? new SendProp[ pTable->m_nProps ] : 0;
pClientSendTable->m_Props.SetSize( pTable->m_nProps );
for ( int iProp=0; iProp < pTable->m_nProps; iProp++ )
{
CClientSendProp *pClientProp = &pClientSendTable->m_Props[iProp];
SendProp *pProp = &pTable->m_pProps[iProp];
const SendProp *pSendTableProp = &sendTable->m_pProps[ iProp ];
pProp->m_Type = (SendPropType)pSendTableProp->m_Type;
pProp->m_pVarName = COM_StringCopy( pSendTableProp->GetName() );
pProp->SetFlags( pSendTableProp->GetFlags() );
if ( CommandLine()->FindParm("-dti" ) && pSendTableProp->GetParentArrayPropName() )
{
pProp->m_pParentArrayPropName = COM_StringCopy( pSendTableProp->GetParentArrayPropName() );
}
if ( pProp->m_Type == DPT_DataTable )
{
const char *pDTName = pSendTableProp->m_pExcludeDTName; // HACK
if ( pSendTableProp->GetDataTable() )
pDTName = pSendTableProp->GetDataTable()->m_pNetTableName;
Assert( pDTName && Q_strlen(pDTName) > 0 );
pClientProp->SetTableName( COM_StringCopy( pDTName ) );
// Normally we wouldn't care about this but we need to compare it against
// proxies in the server DLL in SendTable_BuildHierarchy.
pProp->SetDataTableProxyFn( pSendTableProp->GetDataTableProxyFn() );
pProp->SetOffset( pSendTableProp->GetOffset() );
}
else
{
if ( pProp->IsExcludeProp() )
{
pProp->m_pExcludeDTName = COM_StringCopy( pSendTableProp->GetExcludeDTName() );
}
else if ( pProp->GetType() == DPT_Array )
{
pProp->SetNumElements( pSendTableProp->GetNumElements() );
}
else
{
pProp->m_fLowValue = pSendTableProp->m_fLowValue;
pProp->m_fHighValue = pSendTableProp->m_fHighValue;
pProp->m_nBits = pSendTableProp->m_nBits;
}
}
}
return true;
}
// If the table's ID is -1, writes its info into the buffer and increments curID.
void DataTable_MaybeCreateReceiveTable( CUtlVector< SendTable * >& visited, SendTable *pTable, bool bNeedDecoder )
{
// Already sent?
if ( visited.Find( pTable ) != visited.InvalidIndex() )
return;
visited.AddToTail( pTable );
DataTable_SetupReceiveTableFromSendTable( pTable, bNeedDecoder );
}
void DataTable_MaybeCreateReceiveTable_R( CUtlVector< SendTable * >& visited, SendTable *pTable )
{
DataTable_MaybeCreateReceiveTable( visited, pTable, false );
// Make sure we send child send tables..
for(int i=0; i < pTable->m_nProps; i++)
{
SendProp *pProp = &pTable->m_pProps[i];
if( pProp->m_Type == DPT_DataTable )
{
DataTable_MaybeCreateReceiveTable_R( visited, pProp->GetDataTable() );
}
}
}
void DataTable_CreateClientTablesFromServerTables()
{
if ( !serverGameDLL )
{
Sys_Error( "DataTable_CreateClientTablesFromServerTables: No serverGameDLL loaded!" );
}
ServerClass *pClasses = serverGameDLL->GetAllServerClasses();
ServerClass *pCur;
CUtlVector< SendTable * > visited;
// First, we send all the leaf classes. These are the ones that will need decoders
// on the client.
for ( pCur=pClasses; pCur; pCur=pCur->m_pNext )
{
DataTable_MaybeCreateReceiveTable( visited, pCur->m_pTable, true );
}
// Now, we send their base classes. These don't need decoders on the client
// because we will never send these SendTables by themselves.
for ( pCur=pClasses; pCur; pCur=pCur->m_pNext )
{
DataTable_MaybeCreateReceiveTable_R( visited, pCur->m_pTable );
}
}
void DataTable_CreateClientClassInfosFromServerClasses( CBaseClientState *pState )
{
if ( !serverGameDLL )
{
Sys_Error( "DataTable_CreateClientClassInfosFromServerClasses: No serverGameDLL loaded!" );
}
ServerClass *pClasses = serverGameDLL->GetAllServerClasses();
// Count the number of classes.
int nClasses = 0;
for ( ServerClass *pCount=pClasses; pCount; pCount=pCount->m_pNext )
{
++nClasses;
}
// Remove old
if ( pState->m_pServerClasses )
{
delete [] pState->m_pServerClasses;
}
Assert( nClasses > 0 );
pState->m_nServerClasses = nClasses;
pState->m_pServerClasses = new C_ServerClassInfo[ pState->m_nServerClasses ];
if ( !pState->m_pServerClasses )
{
Host_EndGame(true, "CL_ParseClassInfo: can't allocate %d C_ServerClassInfos.\n", pState->m_nServerClasses);
return;
}
// Now fill in the entries
int curID = 0;
for ( ServerClass *pClass=pClasses; pClass; pClass=pClass->m_pNext )
{
Assert( pClass->m_ClassID >= 0 && pClass->m_ClassID < nClasses );
pClass->m_ClassID = curID++;
pState->m_pServerClasses[ pClass->m_ClassID ].m_ClassName = COM_StringCopy( pClass->m_pNetworkName );
pState->m_pServerClasses[ pClass->m_ClassID ].m_DatatableName = COM_StringCopy( pClass->m_pTable->GetName() );
}
}
// If the table's ID is -1, writes its info into the buffer and increments curID.
void DataTable_MaybeWriteSendTableBuffer( SendTable *pTable, bf_write *pBuf, bool bNeedDecoder )
{
// Already sent?
if ( pTable->GetWriteFlag() )
return;
pTable->SetWriteFlag( true );
pBuf->WriteOneBit( 1 ); // next SendTable follows
pBuf->WriteOneBit( bNeedDecoder?1:0 );
SendTable_WriteInfos( pTable, pBuf );
}
// Calls DataTable_MaybeWriteSendTable recursively.
void DataTable_MaybeWriteSendTableBuffer_R( SendTable *pTable, bf_write *pBuf )
{
DataTable_MaybeWriteSendTableBuffer( pTable, pBuf, false );
// Make sure we send child send tables..
for(int i=0; i < pTable->m_nProps; i++)
{
SendProp *pProp = &pTable->m_pProps[i];
if( pProp->m_Type == DPT_DataTable )
{
DataTable_MaybeWriteSendTableBuffer_R( pProp->GetDataTable(), pBuf );
}
}
}
void DataTable_ClearWriteFlags_R( SendTable *pTable )
{
pTable->SetWriteFlag( false );
for(int i=0; i < pTable->m_nProps; i++)
{
SendProp *pProp = &pTable->m_pProps[i];
if( pProp->m_Type == DPT_DataTable )
{
DataTable_ClearWriteFlags_R( pProp->GetDataTable() );
}
}
}
void DataTable_ClearWriteFlags( ServerClass *pClasses )
{
for ( ServerClass *pCur=pClasses; pCur; pCur=pCur->m_pNext )
{
DataTable_ClearWriteFlags_R( pCur->m_pTable );
}
}
void DataTable_WriteSendTablesBuffer( ServerClass *pClasses, bf_write *pBuf )
{
ServerClass *pCur;
DataTable_ClearWriteFlags( pClasses );
// First, we send all the leaf classes. These are the ones that will need decoders
// on the client.
for ( pCur=pClasses; pCur; pCur=pCur->m_pNext )
{
DataTable_MaybeWriteSendTableBuffer( pCur->m_pTable, pBuf, true );
}
// Now, we send their base classes. These don't need decoders on the client
// because we will never send these SendTables by themselves.
for ( pCur=pClasses; pCur; pCur=pCur->m_pNext )
{
DataTable_MaybeWriteSendTableBuffer_R( pCur->m_pTable, pBuf );
}
// Signal no more send tables
pBuf->WriteOneBit( 0 );
}
void DataTable_WriteClassInfosBuffer(ServerClass *pClasses, bf_write *pBuf )
{
int count = 0;
ServerClass *pClass = pClasses;
// first count total number of classes in list
while ( pClass != NULL )
{
pClass=pClass->m_pNext;
count++;
}
// write number of classes
pBuf->WriteShort( count );
pClass = pClasses; // go back to first class
// write each class info
while ( pClass != NULL )
{
pBuf->WriteShort( pClass->m_ClassID );
pBuf->WriteString( pClass->m_pNetworkName );
pBuf->WriteString( pClass->m_pTable->GetName() );
pClass=pClass->m_pNext;
}
}
bool DataTable_ParseClassInfosFromBuffer( CClientState *pState, bf_read *pBuf )
{
if(pState->m_pServerClasses)
{
delete [] pState->m_pServerClasses;
}
pState->m_nServerClasses = pBuf->ReadShort();
Assert( pState->m_nServerClasses );
pState->m_pServerClasses = new C_ServerClassInfo[pState->m_nServerClasses];
if ( !pState->m_pServerClasses )
{
Host_EndGame(true, "CL_ParseClassInfo: can't allocate %d C_ServerClassInfos.\n", pState->m_nServerClasses);
return false;
}
for ( int i = 0; i < pState->m_nServerClasses; i++ )
{
int classID = pBuf->ReadShort();
if( classID >= pState->m_nServerClasses )
{
Host_EndGame(true, "DataTable_ParseClassInfosFromBuffer: invalid class index (%d).\n", classID);
return false;
}
pState->m_pServerClasses[classID].m_ClassName = pBuf->ReadAndAllocateString();
pState->m_pServerClasses[classID].m_DatatableName = pBuf->ReadAndAllocateString();
}
return true;
}
bool DataTable_LoadDataTablesFromBuffer( bf_read *pBuf, int nDemoProtocol )
{
// Okay, read them out of the buffer since they weren't recorded into the main network stream during recording
// Create all of the send tables locally
// was DataTable_ParseClientTablesFromBuffer()
while ( pBuf->ReadOneBit() != 0 )
{
bool bNeedsDecoder = pBuf->ReadOneBit() != 0;
if ( !RecvTable_RecvClassInfos( pBuf, bNeedsDecoder, nDemoProtocol ) )
{
Host_Error( "DataTable_ParseClientTablesFromBuffer failed.\n" );
return false;
}
}
// Now create all of the server classes locally, too
return DataTable_ParseClassInfosFromBuffer( &cl, pBuf );
}