mirror of
https://github.com/alliedmodders/hl2sdk.git
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548 lines
13 KiB
C++
548 lines
13 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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// @Note (toml 12-02-02): For now, all of the methods in the types defined here
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// are inline to permit simple cross-DLL usage
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//=============================================================================//
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#ifndef SAVERESTORETYPES_H
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#define SAVERESTORETYPES_H
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#if defined( _WIN32 )
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#pragma once
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#endif
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#include "tier1/utlhash.h"
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#include <string_t.h> // NULL_STRING define
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struct edict_t;
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#ifdef EHANDLE_H // not available to engine
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#define SR_ENTS_VISIBLE 1
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#endif
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//-----------------------------------------------------------------------------
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//
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// class CSaveRestoreSegment
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//
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class CSaveRestoreSegment
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{
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public:
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CSaveRestoreSegment();
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//---------------------------------
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// Buffer operations
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//
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void Init( void *pNewBase, int nBytes );
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void Rebase();
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void Rewind( int nBytes );
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char *GetBuffer();
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int BytesAvailable() const;
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int SizeBuffer() const;
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bool Write( const void *pData, int nBytes );
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bool Read( void *pOutput, int nBytes );
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int GetCurPos();
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char *AccessCurPos();
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bool Seek( int absPosition );
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void MoveCurPos( int nBytes );
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//---------------------------------
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// Symbol table operations
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//
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void InitSymbolTable( char **pNewTokens, int sizeTable);
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char **DetachSymbolTable();
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int SizeSymbolTable();
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bool DefineSymbol( const char *pszToken, int token );
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unsigned short FindCreateSymbol( const char *pszToken );
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const char *StringFromSymbol( int token );
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private:
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#ifndef _WIN32
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unsigned _rotr ( unsigned val, int shift);
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#endif
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unsigned int HashString( const char *pszToken );
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//---------------------------------
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// Buffer data
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//
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char *pBaseData; // Start of all entity save data
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char *pCurrentData; // Current buffer pointer for sequential access
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int size; // Current data size, aka, pCurrentData - pBaseData
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int bufferSize; // Total space for data
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//---------------------------------
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// Symbol table
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//
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int tokenCount; // Number of elements in the pTokens table
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char **pTokens; // Hash table of entity strings (sparse)
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};
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//-----------------------------------------------------------------------------
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//
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// class CGameSaveRestoreInfo
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//
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struct levellist_t
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{
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DECLARE_SIMPLE_DATADESC();
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char mapName[ MAX_MAP_NAME ];
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char landmarkName[ 32 ];
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edict_t *pentLandmark;
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Vector vecLandmarkOrigin;
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};
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#define MAX_LEVEL_CONNECTIONS 16 // These are encoded in the lower 16bits of entitytable_t->flags
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//-------------------------------------
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struct EHandlePlaceholder_t // Engine does some of the game writing (alas, probably shouldn't), but can't see ehandle.h
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{
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unsigned long i;
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};
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//-------------------------------------
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struct entitytable_t
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{
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void Clear()
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{
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id = -1;
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edictindex = -1;
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saveentityindex = -1;
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restoreentityindex = -1;
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location = 0;
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size = 0;
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flags = 0;
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classname = NULL_STRING;
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globalname = NULL_STRING;
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landmarkModelSpace.Init();
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modelname = NULL_STRING;
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}
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int id; // Ordinal ID of this entity (used for entity <--> pointer conversions)
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int edictindex; // saved for if the entity requires a certain edict number when restored (players, world)
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int saveentityindex; // the entity index the entity had at save time ( for fixing up client side entities )
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int restoreentityindex; // the entity index given to this entity at restore time
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#ifdef SR_ENTS_VISIBLE
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EHANDLE hEnt; // Pointer to the in-game entity
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#else
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EHandlePlaceholder_t hEnt;
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#endif
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int location; // Offset from the base data of this entity
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int size; // Byte size of this entity's data
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int flags; // This could be a short -- bit mask of transitions that this entity is in the PVS of
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string_t classname; // entity class name
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string_t globalname; // entity global name
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Vector landmarkModelSpace; // a fixed position in model space for comparison
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// NOTE: Brush models can be built in different coordiante systems
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// in different levels, so this fixes up local quantities to match
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// those differences.
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string_t modelname;
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DECLARE_SIMPLE_DATADESC();
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};
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#define FENTTABLE_PLAYER 0x80000000
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#define FENTTABLE_REMOVED 0x40000000
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#define FENTTABLE_MOVEABLE 0x20000000
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#define FENTTABLE_GLOBAL 0x10000000
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#define FENTTABLE_PLAYERCHILD 0x08000000 // this entity is connected to a player, so it must be spawned with it
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#define FENTTABLE_LEVELMASK 0x0000FFFF // reserve bits for 16 level connections
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//-------------------------------------
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struct saverestorelevelinfo_t
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{
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int connectionCount;// Number of elements in the levelList[]
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levellist_t levelList[ MAX_LEVEL_CONNECTIONS ]; // List of connections from this level
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// smooth transition
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int fUseLandmark;
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char szLandmarkName[20]; // landmark we'll spawn near in next level
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Vector vecLandmarkOffset; // for landmark transitions
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float time;
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char szCurrentMapName[MAX_MAP_NAME]; // To check global entities
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int mapVersion;
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};
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//-------------------------------------
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class CGameSaveRestoreInfo
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{
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public:
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CGameSaveRestoreInfo()
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: tableCount( 0 ), pTable( 0 ), m_pCurrentEntity( 0 ), m_EntityToIndex( 1024 )
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{
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memset( &levelInfo, 0, sizeof( levelInfo ) );
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modelSpaceOffset.Init( 0, 0, 0 );
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}
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void InitEntityTable( entitytable_t *pNewTable = NULL, int size = 0 )
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{
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pTable = pNewTable;
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tableCount = size;
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for ( int i = 0; i < NumEntities(); i++ )
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{
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GetEntityInfo( i )->Clear();
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}
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}
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entitytable_t *DetachEntityTable()
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{
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entitytable_t *pReturn = pTable;
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pTable = NULL;
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tableCount = 0;
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return pReturn;
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}
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CBaseEntity *GetCurrentEntityContext() { return m_pCurrentEntity; }
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void SetCurrentEntityContext(CBaseEntity *pEntity) { m_pCurrentEntity = pEntity; }
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int NumEntities() { return tableCount; }
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entitytable_t *GetEntityInfo( int i ) { return (pTable + i); }
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float GetBaseTime() const { return levelInfo.time; }
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Vector GetLandmark() const { return ( levelInfo.fUseLandmark ) ? levelInfo.vecLandmarkOffset : vec3_origin; }
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void BuildEntityHash()
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{
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#ifdef GAME_DLL
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int i;
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entitytable_t *pTable;
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int nEntities = NumEntities();
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for ( i = 0; i < nEntities; i++ )
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{
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pTable = GetEntityInfo( i );
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m_EntityToIndex.Insert( CHashElement( pTable->hEnt.Get(), i ) );
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}
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#endif
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}
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void PurgeEntityHash()
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{
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m_EntityToIndex.Purge();
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}
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int GetEntityIndex( const CBaseEntity *pEntity )
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{
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#ifdef SR_ENTS_VISIBLE
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if ( pEntity )
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{
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if ( m_EntityToIndex.Count() )
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{
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UtlHashHandle_t hElement = m_EntityToIndex.Find( CHashElement( pEntity ) );
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if ( hElement != m_EntityToIndex.InvalidHandle() )
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{
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return m_EntityToIndex.Element( hElement ).index;
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}
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}
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else
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{
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int i;
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entitytable_t *pTable;
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int nEntities = NumEntities();
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for ( i = 0; i < nEntities; i++ )
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{
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pTable = GetEntityInfo( i );
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if ( pTable->hEnt == pEntity )
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return pTable->id;
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}
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}
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}
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#endif
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return -1;
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}
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saverestorelevelinfo_t levelInfo;
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Vector modelSpaceOffset; // used only for globaly entity brushes modelled in different coordinate systems.
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private:
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int tableCount; // Number of elements in the entity table
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entitytable_t *pTable; // Array of entitytable_t elements (1 for each entity)
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CBaseEntity *m_pCurrentEntity; // only valid during the save functions of this entity, NULL otherwise
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struct CHashElement
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{
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const CBaseEntity *pEntity;
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int index;
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CHashElement( const CBaseEntity *pEntity, int index) : pEntity(pEntity), index(index) {}
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CHashElement( const CBaseEntity *pEntity ) : pEntity(pEntity) {}
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CHashElement() {}
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};
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class CHashFuncs
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{
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public:
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CHashFuncs( int ) {}
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// COMPARE
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bool operator()( const CHashElement &lhs, const CHashElement &rhs ) const
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{
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return lhs.pEntity == rhs.pEntity;
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}
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// HASH
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unsigned int operator()( const CHashElement &item ) const
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{
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return HashItem( item.pEntity );
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}
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};
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typedef CUtlHash<CHashElement, CHashFuncs, CHashFuncs> CEntityToIndexHash;
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CEntityToIndexHash m_EntityToIndex;
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};
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//-----------------------------------------------------------------------------
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class CSaveRestoreData : public CSaveRestoreSegment,
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public CGameSaveRestoreInfo
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{
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public:
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CSaveRestoreData() : bAsync( false ) {}
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bool bAsync;
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};
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inline CSaveRestoreData *MakeSaveRestoreData( void *pMemory )
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{
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return new (pMemory) CSaveRestoreData;
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}
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//-----------------------------------------------------------------------------
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//
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// class CSaveRestoreSegment, inline functions
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//
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inline CSaveRestoreSegment::CSaveRestoreSegment()
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{
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memset( this, 0, sizeof(*this) );
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}
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inline void CSaveRestoreSegment::Init( void *pNewBase, int nBytes )
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{
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pCurrentData = pBaseData = (char *)pNewBase;
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size = 0;
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bufferSize = nBytes;
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}
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inline void CSaveRestoreSegment::MoveCurPos( int nBytes )
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{
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pCurrentData += nBytes;
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size += nBytes;
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}
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inline void CSaveRestoreSegment::Rebase()
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{
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pBaseData = pCurrentData;
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bufferSize -= size;
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size = 0;
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}
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inline void CSaveRestoreSegment::Rewind( int nBytes )
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{
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if ( size < nBytes )
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nBytes = size;
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MoveCurPos( -nBytes );
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}
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inline char *CSaveRestoreSegment::GetBuffer()
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{
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return pBaseData;
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}
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inline int CSaveRestoreSegment::BytesAvailable() const
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{
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return (bufferSize - size);
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}
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inline int CSaveRestoreSegment::SizeBuffer() const
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{
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return bufferSize;
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}
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inline bool CSaveRestoreSegment::Write( const void *pData, int nBytes )
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{
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if ( nBytes > BytesAvailable() )
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{
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size = bufferSize;
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return false;
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}
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memcpy( pCurrentData, pData, nBytes );
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MoveCurPos( nBytes );
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return true;
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}
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inline bool CSaveRestoreSegment::Read( void *pOutput, int nBytes )
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{
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if ( !BytesAvailable() )
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return false;
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if ( nBytes > BytesAvailable() )
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{
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size = bufferSize;
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return false;
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}
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if ( pOutput )
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memcpy( pOutput, pCurrentData, nBytes );
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MoveCurPos( nBytes );
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return true;
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}
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inline int CSaveRestoreSegment::GetCurPos()
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{
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return size;
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}
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inline char *CSaveRestoreSegment::AccessCurPos()
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{
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return pCurrentData;
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}
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inline bool CSaveRestoreSegment::Seek( int absPosition )
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{
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if ( absPosition < 0 || absPosition >= bufferSize )
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return false;
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size = absPosition;
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pCurrentData = pBaseData + size;
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return true;
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}
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inline void CSaveRestoreSegment::InitSymbolTable( char **pNewTokens, int sizeTable)
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{
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Assert( !pTokens );
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tokenCount = sizeTable;
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pTokens = pNewTokens;
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memset( pTokens, 0, sizeTable * sizeof( pTokens[0]) );
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}
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inline char **CSaveRestoreSegment::DetachSymbolTable()
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{
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char **pResult = pTokens;
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tokenCount = 0;
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pTokens = NULL;
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return pResult;
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}
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inline int CSaveRestoreSegment::SizeSymbolTable()
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{
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return tokenCount;
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}
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inline bool CSaveRestoreSegment::DefineSymbol( const char *pszToken, int token )
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{
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if ( pTokens[token] == NULL )
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{
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pTokens[token] = (char *)pszToken;
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return true;
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}
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Assert( 0 );
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return false;
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}
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inline unsigned short CSaveRestoreSegment::FindCreateSymbol( const char *pszToken )
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{
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unsigned short hash = (unsigned short)(HashString( pszToken ) % (unsigned)tokenCount );
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#if _DEBUG
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static int tokensparsed = 0;
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tokensparsed++;
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if ( !tokenCount || !pTokens )
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{
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AssertMsg( 0, ("No token table array in TokenHash()!") );
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}
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#endif
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for ( int i=0; i<tokenCount; i++ )
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{
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#if _DEBUG
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static bool beentheredonethat = false;
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if ( i > 50 && !beentheredonethat )
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{
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beentheredonethat = true;
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AssertMsg( 0, ("CSaveRestoreBuffer::TokenHash() is getting too full!" ) );
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}
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#endif
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int index = hash + i;
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if ( index >= tokenCount )
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index -= tokenCount;
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if ( !pTokens[index] || strcmp( pszToken, pTokens[index] ) == 0 )
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{
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pTokens[index] = (char *)pszToken;
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return index;
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}
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}
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// Token hash table full!!!
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// [Consider doing overflow table(s) after the main table & limiting linear hash table search]
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Warning( "CSaveRestoreBuffer::TokenHash() is COMPLETELY FULL!" );
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Assert( 0 );
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return 0;
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}
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inline const char *CSaveRestoreSegment::StringFromSymbol( int token )
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{
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if ( token >= 0 && token < tokenCount )
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return pTokens[token];
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Assert( 0 );
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return "<<illegal>>";
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}
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#ifndef _WIN32
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inline unsigned CSaveRestoreSegment::_rotr ( unsigned val, int shift)
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{
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register unsigned lobit; /* non-zero means lo bit set */
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register unsigned num = val; /* number to rotate */
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shift &= 0x1f; /* modulo 32 -- this will also make
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negative shifts work */
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while (shift--)
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{
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lobit = num & 1; /* get high bit */
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num >>= 1; /* shift right one bit */
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if (lobit)
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num |= 0x80000000; /* set hi bit if lo bit was set */
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}
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return num;
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}
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#endif
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inline unsigned int CSaveRestoreSegment::HashString( const char *pszToken )
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{
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unsigned int hash = 0;
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while ( *pszToken )
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hash = _rotr( hash, 4 ) ^ *pszToken++;
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return hash;
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}
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//=============================================================================
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#endif // SAVERESTORETYPES_H
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