114 lines
2.9 KiB
C
114 lines
2.9 KiB
C
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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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//=============================================================================//
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#ifndef LOCALNETWORKBACKDOOR_H
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#define LOCALNETWORKBACKDOOR_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "quakedef.h"
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#include "cl_localnetworkbackdoor.h"
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#include "icliententitylist.h"
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#include "LocalNetworkBackdoor.h"
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#include "iclientnetworkable.h"
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#include "basehandle.h"
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#include "client_class.h"
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#include "dt_localtransfer.h"
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#include "client.h"
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#include "cdll_engine_int.h"
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#include "datacache/imdlcache.h"
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#include "sys_dll.h"
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#include "utllinkedlist.h"
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#include "edict.h"
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#include "server.h"
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class SendTable;
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class CLocalNetworkBackdoor
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{
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public:
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void StartEntityStateUpdate();
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void EndEntityStateUpdate();
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void EntityDormant( int iEnt, int iSerialNum );
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void AddToPendingDormantEntityList( unsigned short iEdict );
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void ProcessDormantEntities();
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void NotifyEdictFlagsChange( int iEdict )
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{
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// If they newly added the dontsend flag, then we need to run it through EntityDormant.
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if ( sv.edicts[iEdict].m_fStateFlags & FL_EDICT_DONTSEND )
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AddToPendingDormantEntityList( iEdict );
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}
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void EntState(
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int iEnt,
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int iSerialNum,
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int iClass,
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const SendTable *pSendTable,
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const void *pSourceEnt,
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bool bChanged,
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bool bShouldTransmit );
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void ClearState();
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void StartBackdoorMode();
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void StopBackdoorMode();
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// Used by Foundry when it changes an entity (and possibly its class) but preserves its serial number.
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void ForceFlushEntity( int iEntity );
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// This is called when the client DLL is loaded to precalculate data to let it copy data faster.
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static void InitFastCopy();
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private:
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// Temporarily built up while processing a frame.
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CBitVec<MAX_EDICTS> m_EntsAlive;
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// This should correspond to which m_CachedEntState entries have a non-null m_pNetworkable pointer.
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CBitVec<MAX_EDICTS> m_PrevEntsAlive;
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// Entities that get created during a frame are remembered here.
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unsigned short m_EntsCreatedIndices[MAX_EDICTS];
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int m_nEntsCreated;
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// Entities that changed but weren't created go here.
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unsigned short m_EntsChangedIndices[MAX_EDICTS];
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int m_nEntsChanged;
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// Tell the client DLL about entities that need to be notified about being dormant.
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// Anything that EntityDormant() would care about needs to get added to this list.
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CUtlLinkedList<unsigned short,unsigned short> m_PendingDormantEntities;
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// This data is cached in here so we don't have to call a lot of virtuals to get it from the client DLL.
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class CCachedEntState
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{
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public:
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CCachedEntState()
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{
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m_iSerialNumber = -1;
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}
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bool m_bDormant;
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int m_iSerialNumber;
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void *m_pDataPointer;
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IClientNetworkable *m_pNetworkable;
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};
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CCachedEntState m_CachedEntState[MAX_EDICTS];
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};
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// The client will set this if it decides to use the fast path.
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extern CLocalNetworkBackdoor *g_pLocalNetworkBackdoor;
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#endif // LOCALNETWORKBACKDOOR_H
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