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Update IGameEvent (#155)
Co-authored-by: GAMMACASE <31375974+GAMMACASE@users.noreply.github.com>
This commit is contained in:
@ -1,187 +1,226 @@
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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//
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// $NoKeywords: $
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//=============================================================================//
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#if !defined( IGAMEEVENTS_H )
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#define IGAMEEVENTS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "interfaces/interfaces.h"
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#include "tier1/bitbuf.h"
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class CMsgSource1LegacyGameEvent;
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class CPlayerSlot;
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class CBasePlayer;
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class CEntityIndex;
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class CEntityHandle;
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class CBaseEntity;
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//-----------------------------------------------------------------------------
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// Purpose: Engine interface into global game event management
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//-----------------------------------------------------------------------------
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/*
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The GameEventManager keeps track and fires of all global game events. Game events
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are fired by game.dll for events like player death or team wins. Each event has a
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unique name and comes with a KeyValue structure providing informations about this
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event. Some events are generated also by the engine.
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Events are networked to connected clients and invoked there to. Therefore you
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have to specify all data fields and there data types in an public resource
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file which is parsed by server and broadcasted to it's clients. A typical game
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event is defined like this:
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"game_start" // a new game starts
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{
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"roundslimit" "long" // max round
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"timelimit" "long" // time limit
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"fraglimit" "long" // frag limit
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"objective" "string" // round objective
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}
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All events must have unique names (case sensitive) and may have a list
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of data fields. each data field must specify a data type, so the engine
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knows how to serialize/unserialize that event for network transmission.
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Valid data types are string, float, long, short, byte & bool. If a
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data field should not be broadcasted to clients, use the type "local".
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*/
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#define MAX_EVENT_NAME_LENGTH 32 // max game event name length
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#define MAX_EVENT_BITS 9 // max bits needed for an event index
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#define MAX_EVENT_NUMBER (1<<MAX_EVENT_BITS) // max number of events allowed
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#define MAX_EVENT_BYTES 1024 // max size in bytes for a serialized event
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class KeyValues;
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class CGameEvent;
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abstract_class IToolGameEventAPI
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{
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virtual void unk001( void * ) = 0;
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};
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abstract_class IGameEvent
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{
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public:
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virtual ~IGameEvent() {};
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virtual const char *GetName() const = 0; // get event name
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virtual int GetID() const = 0;
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virtual bool IsReliable() const = 0; // if event handled reliable
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virtual bool IsLocal() const = 0; // if event is never networked
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virtual bool IsEmpty(const char *keyName = NULL) = 0; // check if data field exists
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// Data access
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virtual bool GetBool( const char *keyName = NULL, bool defaultValue = false ) = 0;
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virtual int GetInt( const char *keyName = NULL, int defaultValue = 0 ) = 0;
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virtual uint64 GetUint64( const char *keyName = NULL, uint64 defaultValue = 0 ) = 0;
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virtual float GetFloat( const char *keyName = NULL, float defaultValue = 0.0f ) = 0;
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virtual const char *GetString( const char *keyName = NULL, const char *defaultValue = "" ) = 0;
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virtual void *GetPtr( const char *keyName = NULL, void *defaultValue = NULL ) = 0;
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/* These function prototypes and names are very speculative and might be incorrect */
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virtual CEntityHandle GetEHandle( const char *keyName, CEntityHandle defaultValue ) = 0;
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virtual CEntityHandle GetStrictEHandle( const char *keyName, CEntityHandle defaultValue ) = 0;
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virtual CEntityHandle GetEHandle2( const char *keyName, CEntityHandle defaultValue ) = 0;
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virtual CPlayerSlot *GetPlayerSlot( const char *keyName = NULL ) = 0;
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virtual CBasePlayer *GetPlayer( const char *keyName = NULL ) = 0;
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virtual void *GetPlayerController( const char *keyName = NULL ) = 0;
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virtual CEntityHandle GetPlayerControllerEHandle( const char *keyName = NULL ) = 0;
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virtual CEntityHandle GetPlayerControllerEHandle2( const char *keyName = NULL ) = 0;
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/* ============================================================ */
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virtual void SetBool( const char *keyName, bool value ) = 0;
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virtual void SetInt( const char *keyName, int value ) = 0;
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virtual void SetUint64( const char *keyName, uint64 value ) = 0;
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virtual void SetFloat( const char *keyName, float value ) = 0;
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virtual void SetString( const char *keyName, const char *value ) = 0;
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virtual void SetPtr( const char *keyName, void *value ) = 0;
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/* These function prototypes and names are very speculative and might be incorrect */
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virtual void SetEHandleStrict( const char *keyName, CEntityHandle handle ) = 0;
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virtual void SetEHandle( const char *keyName, CEntityHandle handle ) = 0;
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// Also sets the _pawn key
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virtual void SetPlayerSlot( const char *keyName, CPlayerSlot value ) = 0;
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virtual void SetPlayer( const char *keyName, CBasePlayer *value ) = 0;
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/* ============================================================ */
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virtual bool HasKey( const char *keyName ) = 0;
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// Something script vm related
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virtual void unk001() = 0;
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virtual KeyValues *GetDataKeys() const = 0;
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};
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abstract_class IGameEventListener2
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{
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public:
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virtual ~IGameEventListener2( void ) {};
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// FireEvent is called by EventManager if event just occured
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// KeyValue memory will be freed by manager if not needed anymore
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virtual void FireGameEvent( IGameEvent *event ) = 0;
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};
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abstract_class IGameEventManager2 : public IBaseInterface, public IToolGameEventAPI
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{
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public:
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virtual ~IGameEventManager2( void ) {};
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// load game event descriptions from a file eg "resource\gameevents.res"
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virtual int LoadEventsFromFile( const char *filename, bool bSearchAll ) = 0;
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// removes all and anything
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virtual void Reset() = 0;
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// adds a listener for a particular event
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virtual bool AddListener( IGameEventListener2 *listener, const char *name, bool bServerSide ) = 0;
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// returns true if this listener is listens to given event
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virtual bool FindListener( IGameEventListener2 *listener, const char *name ) = 0;
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// removes a listener
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virtual void RemoveListener( IGameEventListener2 *listener) = 0;
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// create an event by name, but doesn't fire it. returns NULL is event is not
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// known or no listener is registered for it. bForce forces the creation even if no listener is active
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virtual IGameEvent *CreateEvent( const char *name, bool bForce = false, int *pCookie = NULL ) = 0;
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// fires a server event created earlier, if bDontBroadcast is set, event is not send to clients
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virtual bool FireEvent( IGameEvent *event, bool bDontBroadcast = false ) = 0;
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// fires an event for the local client only, should be used only by client code
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virtual bool FireEventClientSide( IGameEvent *event ) = 0;
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// create a new copy of this event, must be free later
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virtual IGameEvent *DuplicateEvent( IGameEvent *event ) = 0;
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// if an event was created but not fired for some reason, it has to bee freed, same UnserializeEvent
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virtual void FreeEvent( IGameEvent *event ) = 0;
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// write/read event to/from bitbuffer
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virtual bool SerializeEvent( IGameEvent *event, CMsgSource1LegacyGameEvent *ev ) = 0;
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virtual IGameEvent *UnserializeEvent( const CMsgSource1LegacyGameEvent &ev ) = 0; // create new KeyValues, must be deleted
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virtual int LookupEventId( const char *name ) = 0;
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virtual void PrintEventToString( IGameEvent *event, CUtlString &out ) = 0;
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virtual bool HasEventDescriptor( const char *name ) = 0;
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};
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#endif // IGAMEEVENTS_H
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Workfile: $
|
||||
// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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||||
//
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// $NoKeywords: $
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//=============================================================================//
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#if !defined( IGAMEEVENTS_H )
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#define IGAMEEVENTS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "interfaces/interfaces.h"
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#include "tier1/bitbuf.h"
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#include "tier1/generichash.h"
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#include "tier1/utlstring.h"
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#include "ihandleentity.h"
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class CMsgSource1LegacyGameEvent;
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class CPlayerSlot;
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class CBasePlayer;
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class CEntityIndex;
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class CEntityHandle;
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class CBaseEntity;
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class CEntityInstance;
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class CBasePlayerController;
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class CBasePlayerPawn;
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//-----------------------------------------------------------------------------
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// Purpose: Engine interface into global game event management
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//-----------------------------------------------------------------------------
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/*
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|
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The GameEventManager keeps track and fires of all global game events. Game events
|
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are fired by game.dll for events like player death or team wins. Each event has a
|
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unique name and comes with a KeyValue structure providing informations about this
|
||||
event. Some events are generated also by the engine.
|
||||
|
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Events are networked to connected clients and invoked there to. Therefore you
|
||||
have to specify all data fields and there data types in an public resource
|
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file which is parsed by server and broadcasted to it's clients. A typical game
|
||||
event is defined like this:
|
||||
|
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"game_start" // a new game starts
|
||||
{
|
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"roundslimit" "long" // max round
|
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"timelimit" "long" // time limit
|
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"fraglimit" "long" // frag limit
|
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"objective" "string" // round objective
|
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}
|
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|
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All events must have unique names (case sensitive) and may have a list
|
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of data fields. each data field must specify a data type, so the engine
|
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knows how to serialize/unserialize that event for network transmission.
|
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Valid data types are string, float, long, short, byte & bool. If a
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data field should not be broadcasted to clients, use the type "local".
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*/
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struct GameEventKeySymbol_t
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{
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inline GameEventKeySymbol_t(const char* keyName): m_nHashCode(0), m_pszKeyName(NULL)
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{
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if (!keyName || !keyName[0])
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return;
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CUtlString buf( keyName );
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buf.ToLowerFast();
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m_nHashCode = MurmurHash2(buf.Get(), strlen(keyName), 0x31415926);
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m_pszKeyName = keyName;
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#if 0
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if (g_bUpdateStringTokenDatabase)
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{
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RegisterStringToken(m_nHashCode, keyName, 0, true);
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}
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#endif
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}
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private:
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unsigned int m_nHashCode;
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const char* m_pszKeyName;
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};
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#define MAX_EVENT_NAME_LENGTH 32 // max game event name length
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#define MAX_EVENT_BITS 9 // max bits needed for an event index
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#define MAX_EVENT_NUMBER (1<<MAX_EVENT_BITS) // max number of events allowed
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#define MAX_EVENT_BYTES 1024 // max size in bytes for a serialized event
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class KeyValues;
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class CGameEvent;
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abstract_class IToolGameEventAPI
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{
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virtual void unk001( void * ) = 0;
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};
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abstract_class IGameEvent
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{
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public:
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virtual ~IGameEvent() {};
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virtual const char *GetName() const = 0; // get event name
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virtual int GetID() const = 0;
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virtual bool IsReliable() const = 0; // if event handled reliable
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virtual bool IsLocal() const = 0; // if event is never networked
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virtual bool IsEmpty( const GameEventKeySymbol_t &keySymbol ) = 0; // check if data field exists
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// Data access
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virtual bool GetBool( const GameEventKeySymbol_t &keySymbol, bool defaultValue = false ) = 0;
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virtual int GetInt( const GameEventKeySymbol_t &keySymbol, int defaultValue = 0 ) = 0;
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virtual uint64 GetUint64( const GameEventKeySymbol_t &keySymbol, uint64 defaultValue = 0 ) = 0;
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virtual float GetFloat( const GameEventKeySymbol_t &keySymbol, float defaultValue = 0.0f ) = 0;
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virtual const char *GetString( const GameEventKeySymbol_t &keySymbol, const char *defaultValue = "" ) = 0;
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virtual void *GetPtr( const GameEventKeySymbol_t &keySymbol ) = 0;
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virtual CEntityHandle GetEHandle( const GameEventKeySymbol_t &keySymbol, CEntityHandle defaultValue = CEntityHandle() ) = 0;
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// Returns the entity instance, mostly used for _pawn keys, might return 0 if used on any other key (even on a controller).
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virtual IHandleEntity *GetEntity( const GameEventKeySymbol_t &keySymbol, IHandleEntity *fallbackInstance = NULL ) = 0;
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virtual CEntityIndex GetEntityIndex( const GameEventKeySymbol_t &keySymbol, CEntityIndex defaultValue = CEntityIndex( -1 ) ) = 0;
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virtual CPlayerSlot GetPlayerSlot( const GameEventKeySymbol_t &keySymbol ) = 0;
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virtual IHandleEntity *GetPlayerController( const GameEventKeySymbol_t &keySymbol ) = 0;
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virtual IHandleEntity *GetPlayerPawn( const GameEventKeySymbol_t &keySymbol ) = 0;
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// Returns the EHandle for the _pawn entity.
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virtual CEntityHandle GetPawnEHandle( const GameEventKeySymbol_t &keySymbol ) = 0;
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// Returns the CEntityIndex for the _pawn entity.
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virtual CEntityIndex GetPawnEntityIndex( const GameEventKeySymbol_t &keySymbol ) = 0;
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virtual void SetBool( const GameEventKeySymbol_t &keySymbol, bool value ) = 0;
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virtual void SetInt( const GameEventKeySymbol_t &keySymbol, int value ) = 0;
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virtual void SetUint64( const GameEventKeySymbol_t &keySymbol, uint64 value ) = 0;
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virtual void SetFloat( const GameEventKeySymbol_t &keySymbol, float value ) = 0;
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virtual void SetString( const GameEventKeySymbol_t &keySymbol, const char *value ) = 0;
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virtual void SetPtr( const GameEventKeySymbol_t &keySymbol, void *value ) = 0;
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virtual void SetEntity( const GameEventKeySymbol_t &keySymbol, CEntityIndex value ) = 0;
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virtual void SetEntity( const GameEventKeySymbol_t &keySymbol, IHandleEntity *value ) = 0;
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// Also sets the _pawn key
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virtual void SetPlayer( const GameEventKeySymbol_t &keySymbol, CPlayerSlot value ) = 0;
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// Also sets the _pawn key (Expects pawn entity to be passed)
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virtual void SetPlayer( const GameEventKeySymbol_t &keySymbol, IHandleEntity *pawn ) = 0;
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// Expects pawn entity to be passed, will set the controller entity as a controllerKeyName
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// and pawn entity as a pawnKeyName.
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virtual void SetPlayerRaw( const GameEventKeySymbol_t &controllerKeySymbol, const GameEventKeySymbol_t &pawnKeySymbol, IHandleEntity *pawn ) = 0;
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virtual bool HasKey( const GameEventKeySymbol_t &keySymbol ) = 0;
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// Something script vm related
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virtual void unk001() = 0;
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// Not based on keyvalues anymore as it seems like
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virtual void* GetDataKeys() const = 0;
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};
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|
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abstract_class IGameEventListener2
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{
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public:
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virtual ~IGameEventListener2( void ) {};
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// FireEvent is called by EventManager if event just occured
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// KeyValue memory will be freed by manager if not needed anymore
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virtual void FireGameEvent( IGameEvent *event ) = 0;
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};
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|
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abstract_class IGameEventManager2 : public IBaseInterface, public IToolGameEventAPI
|
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{
|
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public:
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virtual ~IGameEventManager2( void ) {};
|
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|
||||
// load game event descriptions from a file eg "resource\gameevents.res"
|
||||
virtual int LoadEventsFromFile( const char *filename, bool bSearchAll ) = 0;
|
||||
|
||||
// removes all and anything
|
||||
virtual void Reset() = 0;
|
||||
|
||||
// adds a listener for a particular event
|
||||
virtual bool AddListener( IGameEventListener2 *listener, const char *name, bool bServerSide ) = 0;
|
||||
|
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// returns true if this listener is listens to given event
|
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virtual bool FindListener( IGameEventListener2 *listener, const char *name ) = 0;
|
||||
|
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// removes a listener
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||||
virtual void RemoveListener( IGameEventListener2 *listener) = 0;
|
||||
|
||||
// create an event by name, but doesn't fire it. returns NULL is event is not
|
||||
// known or no listener is registered for it. bForce forces the creation even if no listener is active
|
||||
virtual IGameEvent *CreateEvent( const char *name, bool bForce = false, int *pCookie = NULL ) = 0;
|
||||
|
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// fires a server event created earlier, if bDontBroadcast is set, event is not send to clients
|
||||
virtual bool FireEvent( IGameEvent *event, bool bDontBroadcast = false ) = 0;
|
||||
|
||||
// fires an event for the local client only, should be used only by client code
|
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virtual bool FireEventClientSide( IGameEvent *event ) = 0;
|
||||
|
||||
// create a new copy of this event, must be free later
|
||||
virtual IGameEvent *DuplicateEvent( IGameEvent *event ) = 0;
|
||||
|
||||
// if an event was created but not fired for some reason, it has to bee freed, same UnserializeEvent
|
||||
virtual void FreeEvent( IGameEvent *event ) = 0;
|
||||
|
||||
// write/read event to/from bitbuffer
|
||||
virtual bool SerializeEvent( IGameEvent *event, CMsgSource1LegacyGameEvent *ev ) = 0;
|
||||
virtual IGameEvent *UnserializeEvent( const CMsgSource1LegacyGameEvent &ev ) = 0; // create new KeyValues, must be deleted
|
||||
|
||||
virtual int LookupEventId( const char *name ) = 0;
|
||||
|
||||
virtual void PrintEventToString( IGameEvent *event, CUtlString &out ) = 0;
|
||||
|
||||
virtual bool HasEventDescriptor( const char *name ) = 0;
|
||||
};
|
||||
|
||||
|
||||
#endif // IGAMEEVENTS_H
|
||||
|
@ -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