mirror of
https://github.com/alliedmodders/hl2sdk.git
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266 lines
6.8 KiB
C++
266 lines
6.8 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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#include "cbase.h"
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#include "ServerNetworkProperty.h"
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#include "tier0/dbg.h"
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#include "gameinterface.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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extern CTimedEventMgr g_NetworkPropertyEventMgr;
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//-----------------------------------------------------------------------------
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// Constructor, destructor
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//-----------------------------------------------------------------------------
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CServerNetworkProperty::CServerNetworkProperty()
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{
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Init( NULL );
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}
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CServerNetworkProperty::~CServerNetworkProperty()
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{
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/* Free our transmit proxy.
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if ( m_pTransmitProxy )
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{
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m_pTransmitProxy->Release();
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}*/
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// remove the attached edict if it exists
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DetachEdict();
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}
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//-----------------------------------------------------------------------------
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// Initialization
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//-----------------------------------------------------------------------------
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void CServerNetworkProperty::Init( CBaseEntity *pEntity )
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{
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m_pPev = NULL;
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m_pOuter = pEntity;
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// m_pTransmitProxy = NULL;
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m_bPendingStateChange = false;
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m_TimerEvent.Init( &g_NetworkPropertyEventMgr, this );
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}
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//-----------------------------------------------------------------------------
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// Connects, disconnects edicts
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//-----------------------------------------------------------------------------
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void CServerNetworkProperty::AttachEdict( edict_t *pRequiredEdict )
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{
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Assert ( !m_pPev );
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// see if there is an edict allocated for it, otherwise get one from the engine
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if ( !pRequiredEdict )
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{
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pRequiredEdict = engine->CreateEdict();
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}
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m_pPev = pRequiredEdict;
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m_pPev->SetEdict( GetBaseEntity(), true );
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}
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void CServerNetworkProperty::DetachEdict()
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{
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if ( m_pPev )
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{
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m_pPev->SetEdict( NULL, false );
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engine->RemoveEdict( m_pPev );
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m_pPev = NULL;
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}
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}
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//-----------------------------------------------------------------------------
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// Entity handles
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//-----------------------------------------------------------------------------
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IHandleEntity *CServerNetworkProperty::GetEntityHandle( )
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{
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return m_pOuter;
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}
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void CServerNetworkProperty::Release()
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{
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delete m_pOuter;
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}
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//-----------------------------------------------------------------------------
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// EFlags access
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// FIXME: Move flags related to networking solely into this class
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//-----------------------------------------------------------------------------
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int CServerNetworkProperty::GetEFlags() const
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{
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return m_pOuter->GetEFlags();
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}
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void CServerNetworkProperty::AddEFlags( int iEFlags )
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{
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m_pOuter->AddEFlags( iEFlags );
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}
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//-----------------------------------------------------------------------------
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// PVS information
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//-----------------------------------------------------------------------------
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void CServerNetworkProperty::RecomputePVSInformation()
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{
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if ( m_pOuter->GetEFlags() & EFL_DIRTY_PVS_INFORMATION )
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{
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m_pOuter->RemoveEFlags( EFL_DIRTY_PVS_INFORMATION );
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engine->BuildEntityClusterList( edict(), &m_PVSInfo );
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}
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}
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//-----------------------------------------------------------------------------
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// Serverclass
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//-----------------------------------------------------------------------------
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ServerClass* CServerNetworkProperty::GetServerClass()
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{
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return m_pOuter->GetServerClass();
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}
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const char* CServerNetworkProperty::GetClassName() const
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{
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return STRING(m_pOuter->m_iClassname);
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}
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//-----------------------------------------------------------------------------
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// Transmit proxies
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/*-----------------------------------------------------------------------------
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void CServerNetworkProperty::SetTransmitProxy( CBaseTransmitProxy *pProxy )
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{
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if ( m_pTransmitProxy )
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{
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m_pTransmitProxy->Release();
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}
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m_pTransmitProxy = pProxy;
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if ( m_pTransmitProxy )
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{
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m_pTransmitProxy->AddRef();
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}
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}*/
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//-----------------------------------------------------------------------------
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// PVS rules
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//-----------------------------------------------------------------------------
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bool CServerNetworkProperty::IsInPVS( const edict_t *pRecipient, const void *pvs, int pvssize )
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{
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RecomputePVSInformation();
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// ignore if not touching a PV leaf
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// negative leaf count is a node number
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// If no pvs, add any entity
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Assert( pvs && ( edict() != pRecipient ) );
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unsigned char *pPVS = ( unsigned char * )pvs;
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if ( m_PVSInfo.m_nClusterCount < 0 ) // too many clusters, use headnode
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{
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return (engine->CheckHeadnodeVisible( m_PVSInfo.m_nHeadNode, pPVS, pvssize ) != 0);
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}
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for ( int i = m_PVSInfo.m_nClusterCount; --i >= 0; )
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{
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if (pPVS[m_PVSInfo.m_pClusters[i] >> 3] & (1 << (m_PVSInfo.m_pClusters[i] & 7) ))
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return true;
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}
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return false; // not visible
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}
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//-----------------------------------------------------------------------------
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// PVS: this function is called alot, so it avoids function calls
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//-----------------------------------------------------------------------------
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bool CServerNetworkProperty::IsInPVS( const CCheckTransmitInfo *pInfo )
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{
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// PVS data must be up to date
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Assert( !( m_pOuter->GetEFlags() & EFL_DIRTY_PVS_INFORMATION ) );
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int i;
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for ( i=0; i< pInfo->m_AreasNetworked; i++ )
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{
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int clientArea = pInfo->m_Areas[i];
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// Early out if the areas are connected
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if ( engine->CheckAreasConnected( clientArea, m_PVSInfo.m_nAreaNum) )
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{
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break;
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}
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// doors can legally straddle two areas, so
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// we may need to check another one
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if ( m_PVSInfo.m_nAreaNum2 && engine->CheckAreasConnected( clientArea, m_PVSInfo.m_nAreaNum2 ) )
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{
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break;
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}
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}
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if ( i == pInfo->m_AreasNetworked )
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{
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// areas not connected
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return false;
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}
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// ignore if not touching a PV leaf
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// negative leaf count is a node number
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// If no pvs, add any entity
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Assert( edict() != pInfo->m_pClientEnt );
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unsigned char *pPVS = ( unsigned char * )pInfo->m_PVS;
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if ( m_PVSInfo.m_nClusterCount < 0 ) // too many clusters, use headnode
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{
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return (engine->CheckHeadnodeVisible( m_PVSInfo.m_nHeadNode, pPVS, pInfo->m_nPVSSize ) != 0);
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}
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for ( i = m_PVSInfo.m_nClusterCount; --i >= 0; )
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{
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if (pPVS[m_PVSInfo.m_pClusters[i] >> 3] & (1 << (m_PVSInfo.m_pClusters[i] & 7) ))
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return true;
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}
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return false; // not visible
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}
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void CServerNetworkProperty::SetUpdateInterval( float val )
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{
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if ( val == 0 )
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m_TimerEvent.StopUpdates();
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else
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m_TimerEvent.SetUpdateInterval( val );
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}
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void CServerNetworkProperty::FireEvent()
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{
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// Our timer went off. If our state has changed in the background, then
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// trigger a state change in the edict.
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if ( m_bPendingStateChange )
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{
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m_pPev->StateChanged();
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m_bPendingStateChange = false;
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}
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}
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