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62 lines
2.0 KiB
62 lines
2.0 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "quakedef.h"
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#include "networkstringtable.h"
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#include "networkstringtableitem.h"
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#include "networkstringtable.h"
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#include "utlvector.h"
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#include "eiface.h"
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#include "server.h"
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#include "framesnapshot.h"
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#include "utlsymbol.h"
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#include "utlrbtree.h"
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#include "host.h"
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#include "LocalNetworkBackdoor.h"
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#include "demo.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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static CNetworkStringTableContainer s_NetworkStringTableServer;
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CNetworkStringTableContainer *networkStringTableContainerServer = &s_NetworkStringTableServer;
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// Expose interface
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EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CNetworkStringTableContainerServer, INetworkStringTableContainer, INTERFACENAME_NETWORKSTRINGTABLESERVER, s_NetworkStringTableServer );
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#ifdef SHARED_NET_STRING_TABLES
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// Expose same interface to client .dll as client string tables
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EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CNetworkStringTableContainer, INetworkStringTableContainer, INTERFACENAME_NETWORKSTRINGTABLECLIENT, s_NetworkStringTableServer );
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#endif
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void SV_CreateNetworkStringTables( void )
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{
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// Remove any existing tables
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s_NetworkStringTableServer.RemoveAllTables();
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// Unset timing guard and create tables
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s_NetworkStringTableServer.AllowCreation( true );
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// Create engine tables
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sv.CreateEngineStringTables();
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// Create game code tables
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serverGameDLL->CreateNetworkStringTables();
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s_NetworkStringTableServer.AllowCreation( false );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void SV_PrintStringTables( void )
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{
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s_NetworkStringTableServer.Dump();
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}
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