csgo-2018-source/engine/GameEventManager.h
2021-07-24 21:11:47 -07:00

201 lines
6.7 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: gameeventmanager.h: interface for the CGameEventManager class.
//
// $Workfile: $
// $NoKeywords: $
//=============================================================================//
#if !defined ( GAMEEVENTMANAGER_H )
#define GAMEEVENTMANAGER_H
#ifdef _WIN32
#pragma once
#endif
#include <igameevents.h>
#include <utlvector.h>
#include <keyvalues.h>
#include <networkstringtabledefs.h>
#include <utlsymbol.h>
#include <utldict.h>
#include "netmessages.h"
class CSVCMsg_GameEventList;
class CCLCMsg_ListenEvents;
class CGameEventCallback
{
public:
void *m_pCallback; // callback pointer
int m_nListenerType; // client or server side ?
};
class CGameEventDescriptor
{
public:
CGameEventDescriptor()
{
eventid = -1;
keys = NULL;
local = false;
reliable = true;
elementIndex = -1;
numSerialized = 0;
numUnSerialized = 0;
totalSerializedBits = 0;
totalUnserializedBits = 0;
}
public:
int eventid; // network index number, -1 = not networked
int elementIndex;
KeyValues *keys; // KeyValue describing data types, if NULL only name
CUtlVector<CGameEventCallback*> listeners; // registered listeners
bool local; // local event, never tell clients about that
bool reliable; // send this event as reliable message
// Extra data for network monitoring
int numSerialized;
int numUnSerialized;
int totalSerializedBits;
int totalUnserializedBits;
};
class CGameEvent : public IGameEvent
{
public:
CGameEvent( CGameEventDescriptor *descriptor, const char *name );
virtual ~CGameEvent();
virtual const char *GetName() const OVERRIDE;
virtual bool IsEmpty(const char *keyName = NULL) const OVERRIDE;
virtual bool IsLocal() const OVERRIDE;
virtual bool IsReliable() const OVERRIDE;
virtual bool GetBool( const char *keyName = NULL, bool defaultValue = false ) const OVERRIDE;
virtual int GetInt( const char *keyName = NULL, int defaultValue = 0 ) const OVERRIDE;
virtual uint64 GetUint64( const char *keyName = NULL, uint64 defaultValue = 0 ) const OVERRIDE;
virtual float GetFloat( const char *keyName = NULL, float defaultValue = 0.0f ) const OVERRIDE;
virtual const char *GetString( const char *keyName = NULL, const char *defaultValue = "" ) const OVERRIDE;
virtual const wchar_t *GetWString( const char *keyName = NULL, const wchar_t *defaultValue = L"" ) const OVERRIDE;
virtual const void *GetPtr( const char *keyName = NULL ) const OVERRIDE;
virtual void SetBool( const char *keyName, bool value ) OVERRIDE;
virtual void SetInt( const char *keyName, int value ) OVERRIDE;
virtual void SetUint64( const char *keyName, uint64 value ) OVERRIDE;
virtual void SetFloat( const char *keyName, float value ) OVERRIDE;
virtual void SetString( const char *keyName, const char *value ) OVERRIDE;
virtual void SetWString( const char *keyName, const wchar_t *value ) OVERRIDE;
virtual void SetPtr( const char *keyName, const void * value ) OVERRIDE;
virtual bool ForEventData( IGameEventVisitor2* visitor ) const OVERRIDE;
CGameEventDescriptor *m_pDescriptor;
KeyValues *m_pDataKeys;
};
// NOTE: Every non-threadsafe externally-callable function must lock m_mutex before modifying the event manager
// member variables. Client & server threads can call into this class simultaneously
class CGameEventManager : public IGameEventManager2
{
friend class CGameEventManagerOld;
public: // IGameEventManager functions
enum
{
SERVERSIDE = 0, // this is a server side listener, event logger etc
CLIENTSIDE, // this is a client side listenet, HUD element etc
CLIENTSTUB, // this is a serverside stub for a remote client listener (used by engine only)
SERVERSIDE_OLD, // legacy support for old server event listeners
CLIENTSIDE_OLD, // legecy support for old client event listeners
};
enum
{
TYPE_LOCAL = 0, // not networked
TYPE_STRING, // zero terminated ASCII string
TYPE_FLOAT, // float 32 bit
TYPE_LONG, // signed int 32 bit
TYPE_SHORT, // signed int 16 bit
TYPE_BYTE, // unsigned int 8 bit
TYPE_BOOL, // unsigned int 1 bit
TYPE_UINT64, // unsigned int 64 bit
TYPE_WSTRING, // zero terminated wide char string
TYPE_COUNT,
};
CGameEventManager();
virtual ~CGameEventManager();
int LoadEventsFromFile( const char * filename );
void Reset();
bool AddListener( IGameEventListener2 *listener, const char *name, bool bServerSide );
bool FindListener( IGameEventListener2 *listener, const char *name );
void RemoveListener( IGameEventListener2 *listener);
virtual bool AddListenerGlobal( IGameEventListener2 *listener, bool bServerSide );
IGameEvent *CreateEvent( const char *name, bool bForce = false, int *pCookie = NULL );
IGameEvent *DuplicateEvent( IGameEvent *event);
bool FireEvent( IGameEvent *event, bool bDontBroadcast = false );
bool FireEventClientSide( IGameEvent *event );
void FreeEvent( IGameEvent *event );
bool SerializeEvent( IGameEvent *event, CSVCMsg_GameEvent *eventMsg );
IGameEvent *UnserializeEvent( const CSVCMsg_GameEvent& eventMsg );
virtual KeyValues* GetEventDataTypes( IGameEvent* event );
void DumpEventNetworkStats();
public:
bool Init();
void Shutdown();
void ReloadEventDefinitions(); // called by server on new map
bool AddListener( void *listener, CGameEventDescriptor *descriptor, int nListenerType );
CGameEventDescriptor *GetEventDescriptor( const char *name, int *pCookie = NULL );
CGameEventDescriptor *GetEventDescriptor( IGameEvent *event );
CGameEventDescriptor *GetEventDescriptor( int eventid );
void WriteEventList(CSVCMsg_GameEventList *msg);
bool ParseEventList(const CSVCMsg_GameEventList& msg);
void WriteListenEventList(CCLCMsg_ListenEvents *msg);
bool HasClientListenersChanged( bool bReset = true );
void ConPrintEvent( IGameEvent *event);
// legacy support
bool AddListenerAll( void *listener, int nListenerType );
void RemoveListenerOld( void *listener);
// Debug!
void VerifyListenerList( void );
protected:
IGameEvent *CreateEvent( CGameEventDescriptor *descriptor, const char *name );
bool RegisterEvent( KeyValues * keys );
void UnregisterEvent(int index);
bool FireEventIntern( IGameEvent *event, bool bServerSide, bool bClientOnly );
CGameEventCallback* FindEventListener( void* listener );
CUtlVector<CGameEventDescriptor> m_GameEvents; // list of all known events
CUtlVector<CGameEventCallback*> m_Listeners; // list of all registered listeners
CUtlSymbolTable m_EventFiles; // list of all loaded event files
CUtlVector<CUtlSymbol> m_EventFileNames;
CUtlDict<int, int> m_EventMap;
CThreadFastMutex m_mutex; // lock this when modifying the event table
bool m_bClientListenersChanged; // true every time client changed listeners
};
extern CGameEventManager &g_GameEventManager;
#endif