source-engine/public/networkvar.h

782 lines
23 KiB
C
Raw Normal View History

2020-04-22 16:56:21 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef NETWORKVAR_H
#define NETWORKVAR_H
#ifdef _WIN32
#pragma once
#endif
#include "tier0/dbg.h"
#include "convar.h"
#if defined( CLIENT_DLL ) || defined( GAME_DLL )
#include "basehandle.h"
#endif
#pragma warning( disable : 4284 ) // warning C4284: return type for 'CNetworkVarT<int>::operator ->' is 'int *' (ie; not a UDT or reference to a UDT. Will produce errors if applied using infix notation)
2022-02-23 11:50:30 +00:00
#define MyOffsetOf( type, var ) ( (intp)&((type*)0)->var )
2020-04-22 16:56:21 +00:00
#ifdef _DEBUG
extern bool g_bUseNetworkVars;
#define CHECK_USENETWORKVARS if(g_bUseNetworkVars)
#else
#define CHECK_USENETWORKVARS // don't check for g_bUseNetworkVars
#endif
inline int InternalCheckDeclareClass( const char *pClassName, const char *pClassNameMatch, void *pTestPtr, void *pBasePtr )
{
// This makes sure that casting from ThisClass to BaseClass works right. You'll get a compiler error if it doesn't
// work at all, and you'll get a runtime error if you use multiple inheritance.
Assert( pTestPtr == pBasePtr );
// This is triggered by IMPLEMENT_SERVER_CLASS. It does DLLClassName::CheckDeclareClass( #DLLClassName ).
// If they didn't do a DECLARE_CLASS in DLLClassName, then it'll be calling its base class's version
// and the class names won't match.
Assert( (void*)pClassName == (void*)pClassNameMatch );
return 0;
}
template <typename T>
inline int CheckDeclareClass_Access( T *, const char *pShouldBe )
{
return T::CheckDeclareClass( pShouldBe );
}
#ifndef _STATIC_LINKED
#ifdef _MSC_VER
#if defined(_DEBUG) && (_MSC_VER > 1200 )
#define VALIDATE_DECLARE_CLASS 1
#endif
#endif
#endif
#ifdef VALIDATE_DECLARE_CLASS
#define DECLARE_CLASS( className, baseClassName ) \
typedef baseClassName BaseClass; \
typedef className ThisClass; \
template <typename T> friend int CheckDeclareClass_Access(T *, const char *pShouldBe); \
static int CheckDeclareClass( const char *pShouldBe ) \
{ \
InternalCheckDeclareClass( pShouldBe, #className, (ThisClass*)0xFFFFF, (BaseClass*)(ThisClass*)0xFFFFF ); \
return CheckDeclareClass_Access( (BaseClass *)NULL, #baseClassName ); \
}
// Use this macro when you have a base class, but it's part of a library that doesn't use network vars
// or any of the things that use ThisClass or BaseClass.
#define DECLARE_CLASS_GAMEROOT( className, baseClassName ) \
typedef baseClassName BaseClass; \
typedef className ThisClass; \
template <typename T> friend int CheckDeclareClass_Access(T *, const char *pShouldBe); \
static int CheckDeclareClass( const char *pShouldBe ) \
{ \
return InternalCheckDeclareClass( pShouldBe, #className, (ThisClass*)0xFFFFF, (BaseClass*)(ThisClass*)0xFFFFF ); \
}
// Deprecated macro formerly used to work around VC++98 bug
#define DECLARE_CLASS_NOFRIEND( className, baseClassName ) \
DECLARE_CLASS( className, baseClassName )
#define DECLARE_CLASS_NOBASE( className ) \
typedef className ThisClass; \
template <typename T> friend int CheckDeclareClass_Access(T *, const char *pShouldBe); \
static int CheckDeclareClass( const char *pShouldBe ) \
{ \
return InternalCheckDeclareClass( pShouldBe, #className, 0, 0 ); \
}
#else
#define DECLARE_CLASS( className, baseClassName ) \
typedef baseClassName BaseClass; \
typedef className ThisClass;
#define DECLARE_CLASS_GAMEROOT( className, baseClassName ) DECLARE_CLASS( className, baseClassName )
#define DECLARE_CLASS_NOFRIEND( className, baseClassName ) DECLARE_CLASS( className, baseClassName )
#define DECLARE_CLASS_NOBASE( className ) typedef className ThisClass;
#endif
// All classes that contain CNetworkVars need a NetworkStateChanged() function. If the class is not an entity,
// it needs to forward the call to the entity it's in. These macros can help.
// These macros setup an entity pointer in your class. Use IMPLEMENT_NETWORKVAR_CHAIN before you do
// anything inside the class itself.
class CBaseEntity;
class CAutoInitEntPtr
{
public:
CAutoInitEntPtr()
{
m_pEnt = NULL;
}
CBaseEntity *m_pEnt;
};
//TODO: Currently, these don't get the benefit of tracking changes to individual vars.
// Would be nice if they did.
#define DECLARE_NETWORKVAR_CHAIN() \
CAutoInitEntPtr __m_pChainEntity; \
void NetworkStateChanged() { CHECK_USENETWORKVARS __m_pChainEntity.m_pEnt->NetworkStateChanged(); } \
void NetworkStateChanged( void *pVar ) { CHECK_USENETWORKVARS __m_pChainEntity.m_pEnt->NetworkStateChanged(); }
#define IMPLEMENT_NETWORKVAR_CHAIN( varName ) \
(varName)->__m_pChainEntity.m_pEnt = this;
// Use this macro when you want to embed a structure inside your entity and have CNetworkVars in it.
template< class T >
static inline void DispatchNetworkStateChanged( T *pObj )
{
CHECK_USENETWORKVARS pObj->NetworkStateChanged();
}
template< class T >
static inline void DispatchNetworkStateChanged( T *pObj, void *pVar )
{
CHECK_USENETWORKVARS pObj->NetworkStateChanged( pVar );
}
#define DECLARE_EMBEDDED_NETWORKVAR() \
template <typename T> friend int ServerClassInit(T *); \
template <typename T> friend int ClientClassInit(T *); \
virtual void NetworkStateChanged() {} virtual void NetworkStateChanged( void *pProp ) {}
// NOTE: Assignment operator is disabled because it doesn't call copy constructors of scalar types within the aggregate, so they are not marked changed
#define CNetworkVarEmbedded( type, name ) \
class NetworkVar_##name; \
friend class NetworkVar_##name; \
static inline int GetOffset_##name() { return MyOffsetOf(ThisClass,name); } \
typedef ThisClass ThisClass_##name; \
class NetworkVar_##name : public type \
{ \
template< class T > NetworkVar_##name& operator=( const T &val ) { *((type*)this) = val; return *this; } \
public: \
void CopyFrom( const type &src ) { *((type *)this) = src; NetworkStateChanged(); } \
virtual void NetworkStateChanged() \
{ \
DispatchNetworkStateChanged( (ThisClass_##name*)( ((char*)this) - GetOffset_##name() ) ); \
} \
virtual void NetworkStateChanged( void *pVar ) \
{ \
DispatchNetworkStateChanged( (ThisClass_##name*)( ((char*)this) - GetOffset_##name() ), pVar ); \
} \
}; \
NetworkVar_##name name;
template<typename T>
FORCEINLINE void NetworkVarConstruct( T &x ) { x = T(0); }
FORCEINLINE void NetworkVarConstruct( color32_s &x ) { x.r = x.g = x.b = x.a = 0; }
template< class Type, class Changer >
class CNetworkVarBase
{
public:
inline CNetworkVarBase()
{
NetworkVarConstruct( m_Value );
}
template< class C >
const Type& operator=( const C &val )
{
return Set( ( const Type )val );
}
template< class C >
const Type& operator=( const CNetworkVarBase< C, Changer > &val )
{
return Set( ( const Type )val.m_Value );
}
const Type& Set( const Type &val )
{
if ( memcmp( &m_Value, &val, sizeof(Type) ) )
{
NetworkStateChanged();
m_Value = val;
}
return m_Value;
}
Type& GetForModify()
{
NetworkStateChanged();
return m_Value;
}
template< class C >
const Type& operator+=( const C &val )
{
return Set( m_Value + ( const Type )val );
}
template< class C >
const Type& operator-=( const C &val )
{
return Set( m_Value - ( const Type )val );
}
template< class C >
const Type& operator/=( const C &val )
{
return Set( m_Value / ( const Type )val );
}
template< class C >
const Type& operator*=( const C &val )
{
return Set( m_Value * ( const Type )val );
}
template< class C >
const Type& operator^=( const C &val )
{
return Set( m_Value ^ ( const Type )val );
}
template< class C >
const Type& operator|=( const C &val )
{
return Set( m_Value | ( const Type )val );
}
const Type& operator++()
{
return (*this += 1);
}
Type operator--()
{
return (*this -= 1);
}
Type operator++( int ) // postfix version..
{
Type val = m_Value;
(*this += 1);
return val;
}
Type operator--( int ) // postfix version..
{
Type val = m_Value;
(*this -= 1);
return val;
}
// For some reason the compiler only generates type conversion warnings for this operator when used like
// CNetworkVarBase<unsigned char> = 0x1
// (it warns about converting from an int to an unsigned char).
template< class C >
const Type& operator&=( const C &val )
{
return Set( m_Value & ( const Type )val );
}
operator const Type&() const
{
return m_Value;
}
const Type& Get() const
{
return m_Value;
}
const Type* operator->() const
{
return &m_Value;
}
Type m_Value;
protected:
inline void NetworkStateChanged()
{
Changer::NetworkStateChanged( this );
}
};
template< class Type, class Changer >
class CNetworkColor32Base : public CNetworkVarBase< Type, Changer >
{
public:
inline void Init( byte rVal, byte gVal, byte bVal )
{
SetR( rVal );
SetG( gVal );
SetB( bVal );
}
inline void Init( byte rVal, byte gVal, byte bVal, byte aVal )
{
SetR( rVal );
SetG( gVal );
SetB( bVal );
SetA( aVal );
}
const Type& operator=( const Type &val )
{
return this->Set( val );
}
const Type& operator=( const CNetworkColor32Base<Type,Changer> &val )
{
return CNetworkVarBase<Type,Changer>::Set( val.m_Value );
}
inline byte GetR() const { return CNetworkColor32Base<Type,Changer>::m_Value.r; }
inline byte GetG() const { return CNetworkColor32Base<Type,Changer>::m_Value.g; }
inline byte GetB() const { return CNetworkColor32Base<Type,Changer>::m_Value.b; }
inline byte GetA() const { return CNetworkColor32Base<Type,Changer>::m_Value.a; }
inline void SetR( byte val ) { SetVal( CNetworkColor32Base<Type,Changer>::m_Value.r, val ); }
inline void SetG( byte val ) { SetVal( CNetworkColor32Base<Type,Changer>::m_Value.g, val ); }
inline void SetB( byte val ) { SetVal( CNetworkColor32Base<Type,Changer>::m_Value.b, val ); }
inline void SetA( byte val ) { SetVal( CNetworkColor32Base<Type,Changer>::m_Value.a, val ); }
protected:
inline void SetVal( byte &out, const byte &in )
{
if ( out != in )
{
CNetworkVarBase< Type, Changer >::NetworkStateChanged();
out = in;
}
}
};
// Network vector wrapper.
template< class Type, class Changer >
class CNetworkVectorBase : public CNetworkVarBase< Type, Changer >
{
public:
inline void Init( float ix=0, float iy=0, float iz=0 )
{
SetX( ix );
SetY( iy );
SetZ( iz );
}
const Type& operator=( const Type &val )
{
return CNetworkVarBase< Type, Changer >::Set( val );
}
const Type& operator=( const CNetworkVectorBase<Type,Changer> &val )
{
return CNetworkVarBase<Type,Changer>::Set( val.m_Value );
}
inline float GetX() const { return CNetworkVectorBase<Type,Changer>::m_Value.x; }
inline float GetY() const { return CNetworkVectorBase<Type,Changer>::m_Value.y; }
inline float GetZ() const { return CNetworkVectorBase<Type,Changer>::m_Value.z; }
inline float operator[]( int i ) const { return CNetworkVectorBase<Type,Changer>::m_Value[i]; }
inline void SetX( float val ) { DetectChange( CNetworkVectorBase<Type,Changer>::m_Value.x, val ); }
inline void SetY( float val ) { DetectChange( CNetworkVectorBase<Type,Changer>::m_Value.y, val ); }
inline void SetZ( float val ) { DetectChange( CNetworkVectorBase<Type,Changer>::m_Value.z, val ); }
inline void Set( int i, float val ) { DetectChange( CNetworkVectorBase<Type,Changer>::m_Value[i], val ); }
bool operator==( const Type &val ) const
{
return CNetworkVectorBase<Type,Changer>::m_Value == (Type)val;
}
bool operator!=( const Type &val ) const
{
return CNetworkVectorBase<Type,Changer>::m_Value != (Type)val;
}
const Type operator+( const Type &val ) const
{
return CNetworkVectorBase<Type,Changer>::m_Value + val;
}
const Type operator-( const Type &val ) const
{
return CNetworkVectorBase<Type,Changer>::m_Value - val;
}
const Type operator*( const Type &val ) const
{
return CNetworkVectorBase<Type,Changer>::m_Value * val;
}
const Type& operator*=( float val )
{
return CNetworkVarBase< Type, Changer >::Set( CNetworkVectorBase<Type,Changer>::m_Value * val );
}
const Type operator*( float val ) const
{
return CNetworkVectorBase<Type,Changer>::m_Value * val;
}
const Type operator/( const Type &val ) const
{
return CNetworkVectorBase<Type,Changer>::m_Value / val;
}
private:
inline void DetectChange( float &out, float in )
{
if ( out != in )
{
CNetworkVectorBase<Type,Changer>::NetworkStateChanged();
out = in;
}
}
};
// Network vector wrapper.
template< class Type, class Changer >
class CNetworkQuaternionBase : public CNetworkVarBase< Type, Changer >
{
public:
inline void Init( float ix=0, float iy=0, float iz=0, float iw = 0 )
{
SetX( ix );
SetY( iy );
SetZ( iz );
SetW( iw );
}
const Type& operator=( const Type &val )
{
return CNetworkVarBase< Type, Changer >::Set( val );
}
const Type& operator=( const CNetworkQuaternionBase<Type,Changer> &val )
{
return CNetworkVarBase<Type,Changer>::Set( val.m_Value );
}
inline float GetX() const { return CNetworkQuaternionBase<Type,Changer>::m_Value.x; }
inline float GetY() const { return CNetworkQuaternionBase<Type,Changer>::m_Value.y; }
inline float GetZ() const { return CNetworkQuaternionBase<Type,Changer>::m_Value.z; }
inline float GetW() const { return CNetworkQuaternionBase<Type,Changer>::m_Value.w; }
inline float operator[]( int i ) const { return CNetworkQuaternionBase<Type,Changer>::m_Value[i]; }
inline void SetX( float val ) { DetectChange( CNetworkQuaternionBase<Type,Changer>::m_Value.x, val ); }
inline void SetY( float val ) { DetectChange( CNetworkQuaternionBase<Type,Changer>::m_Value.y, val ); }
inline void SetZ( float val ) { DetectChange( CNetworkQuaternionBase<Type,Changer>::m_Value.z, val ); }
inline void SetW( float val ) { DetectChange( CNetworkQuaternionBase<Type,Changer>::m_Value.w, val ); }
inline void Set( int i, float val ) { DetectChange( CNetworkQuaternionBase<Type,Changer>::m_Value[i], val ); }
bool operator==( const Type &val ) const
{
return CNetworkQuaternionBase<Type,Changer>::m_Value == (Type)val;
}
bool operator!=( const Type &val ) const
{
return CNetworkQuaternionBase<Type,Changer>::m_Value != (Type)val;
}
const Type operator+( const Type &val ) const
{
return CNetworkQuaternionBase<Type,Changer>::m_Value + val;
}
const Type operator-( const Type &val ) const
{
return CNetworkQuaternionBase<Type,Changer>::m_Value - val;
}
const Type operator*( const Type &val ) const
{
return CNetworkQuaternionBase<Type,Changer>::m_Value * val;
}
const Type& operator*=( float val )
{
return CNetworkQuaternionBase< Type, Changer >::Set( CNetworkQuaternionBase<Type,Changer>::m_Value * val );
}
const Type operator*( float val ) const
{
return CNetworkQuaternionBase<Type,Changer>::m_Value * val;
}
const Type operator/( const Type &val ) const
{
return CNetworkQuaternionBase<Type,Changer>::m_Value / val;
}
private:
inline void DetectChange( float &out, float in )
{
if ( out != in )
{
CNetworkQuaternionBase<Type,Changer>::NetworkStateChanged();
out = in;
}
}
};
// Network ehandle wrapper.
#if defined( CLIENT_DLL ) || defined( GAME_DLL )
inline void NetworkVarConstruct( CBaseHandle &x ) {}
template< class Type, class Changer >
class CNetworkHandleBase : public CNetworkVarBase< CBaseHandle, Changer >
{
public:
const Type* operator=( const Type *val )
{
return Set( val );
}
const Type& operator=( const CNetworkHandleBase<Type,Changer> &val )
{
const CBaseHandle &handle = CNetworkVarBase<CBaseHandle,Changer>::Set( val.m_Value );
return *(const Type*)handle.Get();
}
bool operator !() const
{
return !CNetworkHandleBase<Type,Changer>::m_Value.Get();
}
operator Type*() const
{
return static_cast< Type* >( CNetworkHandleBase<Type,Changer>::m_Value.Get() );
}
const Type* Set( const Type *val )
{
if ( CNetworkHandleBase<Type,Changer>::m_Value != val )
{
this->NetworkStateChanged();
CNetworkHandleBase<Type,Changer>::m_Value = val;
}
return val;
}
Type* Get() const
{
return static_cast< Type* >( CNetworkHandleBase<Type,Changer>::m_Value.Get() );
}
Type* operator->() const
{
return static_cast< Type* >( CNetworkHandleBase<Type,Changer>::m_Value.Get() );
}
bool operator==( const Type *val ) const
{
return CNetworkHandleBase<Type,Changer>::m_Value == val;
}
bool operator!=( const Type *val ) const
{
return CNetworkHandleBase<Type,Changer>::m_Value != val;
}
};
#define CNetworkHandle( type, name ) CNetworkHandleInternal( type, name, NetworkStateChanged )
#define CNetworkHandleInternal( type, name, stateChangedFn ) \
NETWORK_VAR_START( type, name ) \
NETWORK_VAR_END( type, name, CNetworkHandleBase, stateChangedFn )
#endif
// Use this macro to define a network variable.
#define CNetworkVar( type, name ) \
NETWORK_VAR_START( type, name ) \
NETWORK_VAR_END( type, name, CNetworkVarBase, NetworkStateChanged )
// Use this macro when you have a base class with a variable, and it doesn't have that variable in a SendTable,
// but a derived class does. Then, the entity is only flagged as changed when the variable is changed in
// an entity that wants to transmit the variable.
#define CNetworkVarForDerived( type, name ) \
virtual void NetworkStateChanged_##name() {} \
virtual void NetworkStateChanged_##name( void *pVar ) {} \
NETWORK_VAR_START( type, name ) \
NETWORK_VAR_END( type, name, CNetworkVarBase, NetworkStateChanged_##name )
#define CNetworkVectorForDerived( name ) \
virtual void NetworkStateChanged_##name() {} \
virtual void NetworkStateChanged_##name( void *pVar ) {} \
CNetworkVectorInternal( Vector, name, NetworkStateChanged_##name )
#define CNetworkHandleForDerived( type, name ) \
virtual void NetworkStateChanged_##name() {} \
virtual void NetworkStateChanged_##name( void *pVar ) {} \
CNetworkHandleInternal( type, name, NetworkStateChanged_##name )
#define CNetworkArrayForDerived( type, name, count ) \
virtual void NetworkStateChanged_##name() {} \
virtual void NetworkStateChanged_##name( void *pVar ) {} \
CNetworkArrayInternal( type, name, count, NetworkStateChanged_##name )
#define IMPLEMENT_NETWORK_VAR_FOR_DERIVED( name ) \
virtual void NetworkStateChanged_##name() { CHECK_USENETWORKVARS NetworkStateChanged(); } \
virtual void NetworkStateChanged_##name( void *pVar ) { CHECK_USENETWORKVARS NetworkStateChanged( pVar ); }
// This virtualizes the change detection on the variable, but it is ON by default.
// Use this when you have a base class in which MOST of its derived classes use this variable
// in their SendTables, but there are a couple that don't (and they
// can use DISABLE_NETWORK_VAR_FOR_DERIVED).
#define CNetworkVarForDerived_OnByDefault( type, name ) \
virtual void NetworkStateChanged_##name() { CHECK_USENETWORKVARS NetworkStateChanged(); } \
virtual void NetworkStateChanged_##name( void *pVar ) { CHECK_USENETWORKVARS NetworkStateChanged( pVar ); } \
NETWORK_VAR_START( type, name ) \
NETWORK_VAR_END( type, name, CNetworkVarBase, NetworkStateChanged_##name )
#define DISABLE_NETWORK_VAR_FOR_DERIVED( name ) \
virtual void NetworkStateChanged_##name() {} \
virtual void NetworkStateChanged_##name( void *pVar ) {}
// Vectors + some convenient helper functions.
#define CNetworkVector( name ) CNetworkVectorInternal( Vector, name, NetworkStateChanged )
#define CNetworkQAngle( name ) CNetworkVectorInternal( QAngle, name, NetworkStateChanged )
#define CNetworkVectorInternal( type, name, stateChangedFn ) \
NETWORK_VAR_START( type, name ) \
NETWORK_VAR_END( type, name, CNetworkVectorBase, stateChangedFn )
#define CNetworkQuaternion( name ) \
NETWORK_VAR_START( Quaternion, name ) \
NETWORK_VAR_END( Quaternion, name, CNetworkQuaternionBase, NetworkStateChanged )
// Helper for color32's. Contains GetR(), SetR(), etc.. functions.
#define CNetworkColor32( name ) \
NETWORK_VAR_START( color32, name ) \
NETWORK_VAR_END( color32, name, CNetworkColor32Base, NetworkStateChanged )
#define CNetworkString( name, length ) \
class NetworkVar_##name; \
friend class NetworkVar_##name; \
typedef ThisClass MakeANetworkVar_##name; \
class NetworkVar_##name \
{ \
public: \
NetworkVar_##name() { m_Value[0] = '\0'; } \
operator const char*() const { return m_Value; } \
const char* Get() const { return m_Value; } \
char* GetForModify() \
{ \
NetworkStateChanged(); \
return m_Value; \
} \
protected: \
inline void NetworkStateChanged() \
{ \
CHECK_USENETWORKVARS ((ThisClass*)(((char*)this) - MyOffsetOf(ThisClass,name)))->NetworkStateChanged(); \
} \
private: \
char m_Value[length]; \
}; \
NetworkVar_##name name;
// Use this to define networked arrays.
// You can access elements for reading with operator[], and you can set elements with the Set() function.
#define CNetworkArrayInternal( type, name, count, stateChangedFn ) \
class NetworkVar_##name; \
friend class NetworkVar_##name; \
typedef ThisClass MakeANetworkVar_##name; \
class NetworkVar_##name \
{ \
public: \
inline NetworkVar_##name() \
{ \
for ( int i = 0 ; i < count ; ++i ) \
NetworkVarConstruct( m_Value[i] ); \
} \
template <typename T> friend int ServerClassInit(T *); \
const type& operator[]( int i ) const \
{ \
return Get( i ); \
} \
\
const type& Get( int i ) const \
{ \
Assert( i >= 0 && i < count ); \
return m_Value[i]; \
} \
\
type& GetForModify( int i ) \
{ \
Assert( i >= 0 && i < count ); \
NetworkStateChanged( i ); \
return m_Value[i]; \
} \
\
void Set( int i, const type &val ) \
{ \
Assert( i >= 0 && i < count ); \
if( memcmp( &m_Value[i], &val, sizeof(type) ) ) \
{ \
NetworkStateChanged( i ); \
m_Value[i] = val; \
} \
} \
const type* Base() const { return m_Value; } \
int Count() const { return count; } \
protected: \
inline void NetworkStateChanged( int net_change_index ) \
{ \
CHECK_USENETWORKVARS ((ThisClass*)(((char*)this) - MyOffsetOf(ThisClass,name)))->stateChangedFn( &m_Value[net_change_index] ); \
} \
type m_Value[count]; \
}; \
NetworkVar_##name name;
#define CNetworkArray( type, name, count ) CNetworkArrayInternal( type, name, count, NetworkStateChanged )
// Internal macros used in definitions of network vars.
#define NETWORK_VAR_START( type, name ) \
class NetworkVar_##name; \
friend class NetworkVar_##name; \
typedef ThisClass MakeANetworkVar_##name; \
class NetworkVar_##name \
{ \
public: \
template <typename T> friend int ServerClassInit(T *);
#define NETWORK_VAR_END( type, name, base, stateChangedFn ) \
public: \
static inline void NetworkStateChanged( void *ptr ) \
{ \
CHECK_USENETWORKVARS ((ThisClass*)(((char*)ptr) - MyOffsetOf(ThisClass,name)))->stateChangedFn( ptr ); \
} \
}; \
base< type, NetworkVar_##name > name;
#endif // NETWORKVAR_H