94 lines
3.1 KiB
C++
94 lines
3.1 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef DATATABLE_ENCODE_H
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#define DATATABLE_ENCODE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "dt_send.h"
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#include "dt_recv.h"
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class DecodeInfo : public CRecvProxyData
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{
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public:
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// Copy everything except val.
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void CopyVars( const DecodeInfo *pOther );
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public:
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//
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// NOTE: it's valid to pass in m_pRecvProp and m_pData and m_pSrtuct as null, in which
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// case the buffer is advanced but the property is not stored anywhere.
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//
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// This is used by SendTable_CompareDeltas.
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//
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void *m_pStruct; // Points at the base structure
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void *m_pData; // Points at where the variable should be encoded.
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const SendProp *m_pProp; // Provides the client's info on how to decode and its proxy.
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bf_read *m_pIn; // The buffer to get the encoded data from.
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char m_TempStr[DT_MAX_STRING_BUFFERSIZE]; // m_Value.m_pString is set to point to this.
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};
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typedef struct
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{
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// Encode a value.
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// pStruct : points at the base structure
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// pVar : holds data in the correct type (ie: PropVirtualsInt will have DVariant::m_Int set).
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// pProp : describes the property to be encoded.
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// pOut : the buffer to encode into.
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// objectID: for debug output.
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void (*Encode)( const unsigned char *pStruct, DVariant *pVar, const SendProp *pProp, bf_write *pOut, int objectID );
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// Decode a value.
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// See the DecodeInfo class for a description of the parameters.
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void (*Decode)( DecodeInfo *pInfo );
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// Compare the deltas in the two buffers. The property in both buffers must be fully decoded
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int (*CompareDeltas)( const SendProp *pProp, bf_read *p1, bf_read *p2 );
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// Used for the local single-player connection to copy the data straight from the server ent into the client ent.
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void (*FastCopy)(
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const SendProp *pSendProp,
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const RecvProp *pRecvProp,
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const unsigned char *pSendData,
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unsigned char *pRecvData,
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int objectID );
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// Return a string with the name of the type ("DPT_Float", "DPT_Int", etc).
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const char* (*GetTypeNameString)();
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// Returns true if the property's value is zero.
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// NOTE: this does NOT strictly mean that it would encode to zeros. If it were a float with
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// min and max values, a value of zero could encode to some other integer value.
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bool (*IsZero)( const unsigned char *pStruct, DVariant *pVar, const SendProp *pProp );
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// This writes a zero value in (ie: a value that would make IsZero return true).
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void (*DecodeZero)( DecodeInfo *pInfo );
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// This reades this property from stream p and returns true, if it's a zero value
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bool (*IsEncodedZero) ( const SendProp *pProp, bf_read *p );
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void (*SkipProp) ( const SendProp *pProp, bf_read *p );
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} PropTypeFns;
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extern PropTypeFns g_PropTypeFns[DPT_NUMSendPropTypes];
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// This is used for comparing packed buffers. Just extracts the raw bits for the
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// data and returns the number of bits used to encode the data.
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int DecodeBits( DecodeInfo *pInfo, unsigned char *pOut );
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#endif // DATATABLE_ENCODE_H
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