mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2025-09-19 20:16:10 +08:00
Update IGameEvent (#155)
Co-authored-by: GAMMACASE <31375974+GAMMACASE@users.noreply.github.com>
This commit is contained in:
@ -1,4 +1,4 @@
|
||||
//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
|
||||
//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
@ -18,6 +18,9 @@
|
||||
|
||||
#include "interfaces/interfaces.h"
|
||||
#include "tier1/bitbuf.h"
|
||||
#include "tier1/generichash.h"
|
||||
#include "tier1/utlstring.h"
|
||||
#include "ihandleentity.h"
|
||||
|
||||
class CMsgSource1LegacyGameEvent;
|
||||
class CPlayerSlot;
|
||||
@ -25,6 +28,9 @@ class CBasePlayer;
|
||||
class CEntityIndex;
|
||||
class CEntityHandle;
|
||||
class CBaseEntity;
|
||||
class CEntityInstance;
|
||||
class CBasePlayerController;
|
||||
class CBasePlayerPawn;
|
||||
//-----------------------------------------------------------------------------
|
||||
// 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".
|
||||
*/
|
||||
|
||||
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_BITS 9 // max bits needed for an event index
|
||||
@ -77,53 +109,60 @@ public:
|
||||
virtual const char *GetName() const = 0; // get event name
|
||||
virtual int GetID() const = 0;
|
||||
|
||||
virtual bool IsReliable() const = 0; // if event handled reliable
|
||||
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 IsReliable() const = 0; // if event handled reliable
|
||||
virtual bool IsLocal() const = 0; // if event is never networked
|
||||
virtual bool IsEmpty( const GameEventKeySymbol_t &keySymbol ) = 0; // check if data field exists
|
||||
|
||||
// Data access
|
||||
virtual bool GetBool( const char *keyName = NULL, bool defaultValue = false ) = 0;
|
||||
virtual int GetInt( const char *keyName = NULL, int defaultValue = 0 ) = 0;
|
||||
virtual uint64 GetUint64( const char *keyName = NULL, uint64 defaultValue = 0 ) = 0;
|
||||
virtual float GetFloat( const char *keyName = NULL, float defaultValue = 0.0f ) = 0;
|
||||
virtual const char *GetString( const char *keyName = NULL, const char *defaultValue = "" ) = 0;
|
||||
virtual void *GetPtr( const char *keyName = NULL, void *defaultValue = NULL ) = 0;
|
||||
virtual bool GetBool( const GameEventKeySymbol_t &keySymbol, bool defaultValue = false ) = 0;
|
||||
virtual int GetInt( const GameEventKeySymbol_t &keySymbol, int defaultValue = 0 ) = 0;
|
||||
virtual uint64 GetUint64( const GameEventKeySymbol_t &keySymbol, uint64 defaultValue = 0 ) = 0;
|
||||
virtual float GetFloat( const GameEventKeySymbol_t &keySymbol, float defaultValue = 0.0f ) = 0;
|
||||
virtual const char *GetString( const GameEventKeySymbol_t &keySymbol, const char *defaultValue = "" ) = 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 char *keyName, CEntityHandle defaultValue ) = 0;
|
||||
virtual CEntityHandle GetStrictEHandle( const char *keyName, CEntityHandle defaultValue ) = 0;
|
||||
virtual CEntityHandle GetEHandle2( const char *keyName, CEntityHandle defaultValue ) = 0;
|
||||
virtual CEntityHandle GetEHandle( const GameEventKeySymbol_t &keySymbol, CEntityHandle defaultValue = CEntityHandle() ) = 0;
|
||||
|
||||
virtual CPlayerSlot *GetPlayerSlot( const char *keyName = NULL ) = 0;
|
||||
virtual CBasePlayer *GetPlayer( 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 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 CEntityHandle GetPlayerControllerEHandle( const char *keyName = NULL ) = 0;
|
||||
virtual CEntityHandle GetPlayerControllerEHandle2( const char *keyName = NULL ) = 0;
|
||||
/* ============================================================ */
|
||||
virtual CPlayerSlot GetPlayerSlot( const GameEventKeySymbol_t &keySymbol ) = 0;
|
||||
|
||||
virtual void SetBool( const char *keyName, bool value ) = 0;
|
||||
virtual void SetInt( const char *keyName, int value ) = 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;
|
||||
virtual IHandleEntity *GetPlayerController( const GameEventKeySymbol_t &keySymbol ) = 0;
|
||||
virtual IHandleEntity *GetPlayerPawn( const GameEventKeySymbol_t &keySymbol ) = 0;
|
||||
|
||||
/* These function prototypes and names are very speculative and might be incorrect */
|
||||
virtual void SetEHandleStrict( const char *keyName, CEntityHandle handle ) = 0;
|
||||
virtual void SetEHandle( const char *keyName, CEntityHandle handle ) = 0;
|
||||
// Returns the EHandle for the _pawn entity.
|
||||
virtual CEntityHandle GetPawnEHandle( const GameEventKeySymbol_t &keySymbol ) = 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
|
||||
virtual void SetPlayerSlot( const char *keyName, CPlayerSlot value ) = 0;
|
||||
virtual void SetPlayer( const char *keyName, CBasePlayer *value ) = 0;
|
||||
/* ============================================================ */
|
||||
virtual void SetPlayer( const GameEventKeySymbol_t &keySymbol, CPlayerSlot 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
|
||||
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
|
||||
|
@ -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
|
||||
// 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;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
Reference in New Issue
Block a user