Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// In this test, the server makes an entity (call it A) that has an EHANDLE to another
// entity (call it B). Intitially, A is sent to the client but B is not. Later,
// the server decides to send B to the client too. At that point, without resending A's EHANDLE,
// the client's EHANDLE should access B.
#if defined( GAME_DLL )
// ------------------------------------------------------------------------------------ //
// The main entity class (class A).
// ------------------------------------------------------------------------------------ //
class CHandleTest : public CBaseEntity
{
public:
DECLARE_CLASS( CHandleTest, CBaseEntity );
DECLARE_SERVERCLASS();
CHandleTest()
{
m_bSendHandle = false;
}
virtual int UpdateTransmitState()
{
// ALWAYS transmit to all clients.
return SetTransmitState( FL_EDICT_ALWAYS );
}
virtual void SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways )
{
if ( pInfo->m_pTransmitEdict->Get( entindex() ) )
return;
BaseClass::SetTransmit( pInfo, bAlways );
// Force the thing we're pointing at to be sent too?
if ( m_bSendHandle )
m_Handle->SetTransmit( pInfo, bAlways );
}
CNetworkHandle( CBaseEntity, m_Handle );
CNetworkVar( bool, m_bSendHandle );
};
IMPLEMENT_SERVERCLASS_ST( CHandleTest, DT_HandleTest )
SendPropEHandle( SENDINFO( m_Handle ) ),
SendPropInt( SENDINFO( m_bSendHandle ) )
END_SEND_TABLE()
LINK_ENTITY_TO_CLASS( handle_test, CHandleTest );
// ------------------------------------------------------------------------------------ //
// The class pointed to by the handle.
// ------------------------------------------------------------------------------------ //
class CHandleDummy : public CBaseEntity
{
DECLARE_CLASS( CHandleDummy, CBaseEntity );
public:
};
LINK_ENTITY_TO_CLASS( handle_dummy, CHandleDummy );
CHandle<CHandleTest> g_HandleTest;
// The test runs this command.
void CC_Test_EHandle()
{
if ( g_HandleTest.Get() )
{
g_HandleTest->m_bSendHandle = !g_HandleTest->m_bSendHandle;
}
else
{
CHandleTest *pHolder = CREATE_ENTITY( CHandleTest, "handle_test" );
pHolder->m_Handle = CREATE_ENTITY( CHandleDummy, "handle_dummy" );
pHolder->Spawn();
g_HandleTest = pHolder;
Msg( "Created EHANDLE test entity. Run this command again to transmit the second ent.\n" );
}
}
ConCommand Test_EHandle( "Test_EHandle", CC_Test_EHandle, 0, FCVAR_CHEAT );
#else
class C_HandleTest : public C_BaseEntity
{
public:
DECLARE_CLASS( C_HandleTest, C_BaseEntity );
DECLARE_CLIENTCLASS();
C_HandleTest()
{
}
virtual void OnDataChanged( DataUpdateType_t type )
{
Msg( "m_bSendHandle: %d, m_Handle.Get: 0x%p\n", m_bSendHandle, m_Handle.Get() );
}
EHANDLE m_Handle;
bool m_bSendHandle;
};
IMPLEMENT_CLIENTCLASS_DT( C_HandleTest, DT_HandleTest, CHandleTest )
RecvPropEHandle( RECVINFO( m_Handle ) ),
RecvPropInt( RECVINFO( m_bSendHandle ) )
END_RECV_TABLE()
#endif