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hl2sdk/public/networkstringtabledefs.h

86 lines
2.9 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef NETWORKSTRINGTABLEDEFS_H
#define NETWORKSTRINGTABLEDEFS_H
#ifdef _WIN32
#pragma once
#endif
#include "appframework/IAppSystem.h"
#include "utlstring.h"
typedef int TABLEID;
#define INVALID_STRING_TABLE -1
const unsigned int INVALID_STRING_INDEX = -1;
// table index is sent in log2(MAX_TABLES) bits
#define MAX_TABLES 32 // Table id is 4 bits
#define INTERFACENAME_NETWORKSTRINGTABLESERVER "Source2EngineToServerStringTable001"
#define INTERFACENAME_NETWORKSTRINGTABLECLIENT "Source2EngineToClientStringTable001"
class StringTableInit_t;
class INetworkStringTable;
//-----------------------------------------------------------------------------
// Purpose: Game .dll shared string table interfaces
//-----------------------------------------------------------------------------
class INetworkStringTable
{
public:
virtual ~INetworkStringTable( void ) {};
// Table Info
virtual const char *GetTableName( void ) const = 0;
virtual TABLEID GetTableId( void ) const = 0;
virtual int GetNumStrings( void ) const = 0;
// Networking
virtual int SetTick( int tick, void *unknown ) = 0;
virtual int GetTick( void ) = 0;
virtual bool ChangedBetweenTicks(int tickA, int tickB ) const = 0;
virtual int AddString( bool bIsServer, const char *value, const void *userdata = 0 ) = 0;
virtual const char *GetString( int stringNumber ) const = 0;
virtual bool SetStringUserData( int stringNumber, const void *userdata, bool unknown ) = 0;
virtual const void *GetStringUserData( int stringNumber ) const = 0;
virtual int FindStringIndex( char const *string ) = 0; // returns INVALID_STRING_INDEX if not found
virtual void unk001() = 0;
virtual void SetAllowClientSideAddString( bool state ) = 0;
virtual void unk003() = 0;
virtual void unk004( const char *string ) const = 0; // all stringtables in engine/server set this to "[server]".
virtual void unk005() = 0; // likely SetStringChangedCallback
};
enum ENetworkStringtableFlags
{
NSF_NONE = 0,
NSF_DICTIONARY_ENABLED = (1<<0), // Uses pre-calculated per map dictionaries to reduce bandwidth
};
class INetworkStringTableContainer: public IAppSystem
{
public:
virtual ~INetworkStringTableContainer( void ) {};
// table creation/destruction
virtual INetworkStringTable *CreateStringTable( StringTableInit_t *initClass ) = 0;
virtual void RemoveAllTables( void ) = 0;
// table infos
virtual INetworkStringTable *FindTable( const char *tableName ) const = 0;
virtual INetworkStringTable *GetTable( TABLEID stringTable ) const = 0;
virtual int GetNumTables( void ) const = 0;
};
#endif // NETWORKSTRINGTABLEDEFS_H