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mirror of https://github.com/alliedmodders/hl2sdk.git synced 2025-09-20 04:26:03 +08:00

Update IGameEvent (#155)

Co-authored-by: GAMMACASE <31375974+GAMMACASE@users.noreply.github.com>
This commit is contained in:
Juice
2023-10-09 00:16:21 +03:00
committed by GitHub
parent edef920f90
commit 4c5294550f
2 changed files with 277 additions and 188 deletions

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@ -1,4 +1,4 @@
//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============// //========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
// //
// Purpose: // Purpose:
// //
@ -18,6 +18,9 @@
#include "interfaces/interfaces.h" #include "interfaces/interfaces.h"
#include "tier1/bitbuf.h" #include "tier1/bitbuf.h"
#include "tier1/generichash.h"
#include "tier1/utlstring.h"
#include "ihandleentity.h"
class CMsgSource1LegacyGameEvent; class CMsgSource1LegacyGameEvent;
class CPlayerSlot; class CPlayerSlot;
@ -25,6 +28,9 @@ class CBasePlayer;
class CEntityIndex; class CEntityIndex;
class CEntityHandle; class CEntityHandle;
class CBaseEntity; class CBaseEntity;
class CEntityInstance;
class CBasePlayerController;
class CBasePlayerPawn;
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// Purpose: Engine interface into global game event management // Purpose: Engine interface into global game event management
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
@ -56,6 +62,32 @@ Valid data types are string, float, long, short, byte & bool. If a
data field should not be broadcasted to clients, use the type "local". data field should not be broadcasted to clients, use the type "local".
*/ */
struct GameEventKeySymbol_t
{
inline GameEventKeySymbol_t(const char* keyName): m_nHashCode(0), m_pszKeyName(NULL)
{
if (!keyName || !keyName[0])
return;
CUtlString buf( keyName );
buf.ToLowerFast();
m_nHashCode = MurmurHash2(buf.Get(), strlen(keyName), 0x31415926);
m_pszKeyName = keyName;
#if 0
if (g_bUpdateStringTokenDatabase)
{
RegisterStringToken(m_nHashCode, keyName, 0, true);
}
#endif
}
private:
unsigned int m_nHashCode;
const char* m_pszKeyName;
};
#define MAX_EVENT_NAME_LENGTH 32 // max game event name length #define MAX_EVENT_NAME_LENGTH 32 // max game event name length
#define MAX_EVENT_BITS 9 // max bits needed for an event index #define MAX_EVENT_BITS 9 // max bits needed for an event index
@ -79,51 +111,58 @@ public:
virtual bool IsReliable() const = 0; // if event handled reliable virtual bool IsReliable() const = 0; // if event handled reliable
virtual bool IsLocal() const = 0; // if event is never networked virtual bool IsLocal() const = 0; // if event is never networked
virtual bool IsEmpty(const char *keyName = NULL) = 0; // check if data field exists virtual bool IsEmpty( const GameEventKeySymbol_t &keySymbol ) = 0; // check if data field exists
// Data access // Data access
virtual bool GetBool( const char *keyName = NULL, bool defaultValue = false ) = 0; virtual bool GetBool( const GameEventKeySymbol_t &keySymbol, bool defaultValue = false ) = 0;
virtual int GetInt( const char *keyName = NULL, int defaultValue = 0 ) = 0; virtual int GetInt( const GameEventKeySymbol_t &keySymbol, int defaultValue = 0 ) = 0;
virtual uint64 GetUint64( const char *keyName = NULL, uint64 defaultValue = 0 ) = 0; virtual uint64 GetUint64( const GameEventKeySymbol_t &keySymbol, uint64 defaultValue = 0 ) = 0;
virtual float GetFloat( const char *keyName = NULL, float defaultValue = 0.0f ) = 0; virtual float GetFloat( const GameEventKeySymbol_t &keySymbol, float defaultValue = 0.0f ) = 0;
virtual const char *GetString( const char *keyName = NULL, const char *defaultValue = "" ) = 0; virtual const char *GetString( const GameEventKeySymbol_t &keySymbol, const char *defaultValue = "" ) = 0;
virtual void *GetPtr( const char *keyName = NULL, void *defaultValue = NULL ) = 0; virtual void *GetPtr( const GameEventKeySymbol_t &keySymbol ) = 0;
/* These function prototypes and names are very speculative and might be incorrect */ virtual CEntityHandle GetEHandle( const GameEventKeySymbol_t &keySymbol, CEntityHandle defaultValue = CEntityHandle() ) = 0;
virtual CEntityHandle GetEHandle( const char *keyName, CEntityHandle defaultValue ) = 0;
virtual CEntityHandle GetStrictEHandle( const char *keyName, CEntityHandle defaultValue ) = 0;
virtual CEntityHandle GetEHandle2( const char *keyName, CEntityHandle defaultValue ) = 0;
virtual CPlayerSlot *GetPlayerSlot( const char *keyName = NULL ) = 0; // Returns the entity instance, mostly used for _pawn keys, might return 0 if used on any other key (even on a controller).
virtual CBasePlayer *GetPlayer( const char *keyName = NULL ) = 0; virtual IHandleEntity *GetEntity( const GameEventKeySymbol_t &keySymbol, IHandleEntity *fallbackInstance = NULL ) = 0;
virtual CEntityIndex GetEntityIndex( const GameEventKeySymbol_t &keySymbol, CEntityIndex defaultValue = CEntityIndex( -1 ) ) = 0;
virtual void *GetPlayerController( const char *keyName = NULL ) = 0; virtual CPlayerSlot GetPlayerSlot( const GameEventKeySymbol_t &keySymbol ) = 0;
virtual CEntityHandle GetPlayerControllerEHandle( const char *keyName = NULL ) = 0;
virtual CEntityHandle GetPlayerControllerEHandle2( const char *keyName = NULL ) = 0;
/* ============================================================ */
virtual void SetBool( const char *keyName, bool value ) = 0; virtual IHandleEntity *GetPlayerController( const GameEventKeySymbol_t &keySymbol ) = 0;
virtual void SetInt( const char *keyName, int value ) = 0; virtual IHandleEntity *GetPlayerPawn( const GameEventKeySymbol_t &keySymbol ) = 0;
virtual void SetUint64( const char *keyName, uint64 value ) = 0;
virtual void SetFloat( const char *keyName, float value ) = 0;
virtual void SetString( const char *keyName, const char *value ) = 0;
virtual void SetPtr( const char *keyName, void *value ) = 0;
/* These function prototypes and names are very speculative and might be incorrect */ // Returns the EHandle for the _pawn entity.
virtual void SetEHandleStrict( const char *keyName, CEntityHandle handle ) = 0; virtual CEntityHandle GetPawnEHandle( const GameEventKeySymbol_t &keySymbol ) = 0;
virtual void SetEHandle( const char *keyName, CEntityHandle handle ) = 0; // Returns the CEntityIndex for the _pawn entity.
virtual CEntityIndex GetPawnEntityIndex( const GameEventKeySymbol_t &keySymbol ) = 0;
virtual void SetBool( const GameEventKeySymbol_t &keySymbol, bool value ) = 0;
virtual void SetInt( const GameEventKeySymbol_t &keySymbol, int value ) = 0;
virtual void SetUint64( const GameEventKeySymbol_t &keySymbol, uint64 value ) = 0;
virtual void SetFloat( const GameEventKeySymbol_t &keySymbol, float value ) = 0;
virtual void SetString( const GameEventKeySymbol_t &keySymbol, const char *value ) = 0;
virtual void SetPtr( const GameEventKeySymbol_t &keySymbol, void *value ) = 0;
virtual void SetEntity( const GameEventKeySymbol_t &keySymbol, CEntityIndex value ) = 0;
virtual void SetEntity( const GameEventKeySymbol_t &keySymbol, IHandleEntity *value ) = 0;
// Also sets the _pawn key // Also sets the _pawn key
virtual void SetPlayerSlot( const char *keyName, CPlayerSlot value ) = 0; virtual void SetPlayer( const GameEventKeySymbol_t &keySymbol, CPlayerSlot value ) = 0;
virtual void SetPlayer( const char *keyName, CBasePlayer *value ) = 0; // Also sets the _pawn key (Expects pawn entity to be passed)
/* ============================================================ */ virtual void SetPlayer( const GameEventKeySymbol_t &keySymbol, IHandleEntity *pawn ) = 0;
virtual bool HasKey( const char *keyName ) = 0; // Expects pawn entity to be passed, will set the controller entity as a controllerKeyName
// and pawn entity as a pawnKeyName.
virtual void SetPlayerRaw( const GameEventKeySymbol_t &controllerKeySymbol, const GameEventKeySymbol_t &pawnKeySymbol, IHandleEntity *pawn ) = 0;
virtual bool HasKey( const GameEventKeySymbol_t &keySymbol ) = 0;
// Something script vm related // Something script vm related
virtual void unk001() = 0; virtual void unk001() = 0;
virtual KeyValues *GetDataKeys() const = 0; // Not based on keyvalues anymore as it seems like
virtual void* GetDataKeys() const = 0;
}; };
abstract_class IGameEventListener2 abstract_class IGameEventListener2

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@ -1,4 +1,4 @@
//======= Copyright <20> 2005, , Valve Corporation, All rights reserved. ========= //======= Copyright <20> 2005, , Valve Corporation, All rights reserved. =========
// //
// Purpose: Variant Pearson Hash general purpose hashing algorithm described // Purpose: Variant Pearson Hash general purpose hashing algorithm described
// by Cargill in C++ Report 1994. Generates a 16-bit result. // by Cargill in C++ Report 1994. Generates a 16-bit result.
@ -301,3 +301,53 @@ unsigned FASTCALL HashBlock( const void *pKey, unsigned size )
return (even << 8) | odd; return (even << 8) | odd;
} }
uint32 MurmurHash2( const void *key, int len, uint32 seed )
{
// 'm' and 'r' are mixing constants generated offline.
// They're not really 'magic', they just happen to work well.
const uint32 m = 0x5bd1e995;
const int r = 24;
// Initialize the hash to a 'random' value
uint32 h = seed ^ len;
// Mix 4 bytes at a time into the hash
const unsigned char * data = (const unsigned char *)key;
while(len >= 4)
{
uint32 k = LittleDWord( *(uint32 *)data );
k *= m;
k ^= k >> r;
k *= m;
h *= m;
h ^= k;
data += 4;
len -= 4;
}
// Handle the last few bytes of the input array
switch(len)
{
case 3: h ^= data[2] << 16;
case 2: h ^= data[1] << 8;
case 1: h ^= data[0];
h *= m;
};
// Do a few final mixes of the hash to ensure the last few
// bytes are well-incorporated.
h ^= h >> 13;
h *= m;
h ^= h >> 15;
return h;
}