source-engine/game/server/ServerNetworkProperty.h

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2020-04-22 16:56:21 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#ifndef SERVERNETWORKPROPERTY_H
#define SERVERNETWORKPROPERTY_H
#ifdef _WIN32
#pragma once
#endif
#include "iservernetworkable.h"
#include "server_class.h"
#include "edict.h"
#include "timedeventmgr.h"
//
// Lightweight base class for networkable data on the server.
//
class CServerNetworkProperty : public IServerNetworkable, public IEventRegisterCallback
{
public:
DECLARE_CLASS_NOBASE( CServerNetworkProperty );
DECLARE_DATADESC();
public:
CServerNetworkProperty();
virtual ~CServerNetworkProperty();
public:
// IServerNetworkable implementation.
virtual IHandleEntity *GetEntityHandle( );
virtual edict_t *GetEdict() const;
virtual CBaseNetworkable* GetBaseNetworkable();
virtual CBaseEntity* GetBaseEntity();
virtual ServerClass* GetServerClass();
virtual const char* GetClassName() const;
virtual void Release();
virtual int AreaNum() const;
virtual PVSInfo_t* GetPVSInfo();
public:
// Other public methods
void Init( CBaseEntity *pEntity );
void AttachEdict( edict_t *pRequiredEdict = NULL );
// Methods to get the entindex + edict
int entindex() const;
edict_t *edict();
const edict_t *edict() const;
// Sets the edict pointer (for swapping edicts)
void SetEdict( edict_t *pEdict );
// All these functions call through to CNetStateMgr.
// See CNetStateMgr for details about these functions.
void NetworkStateForceUpdate();
void NetworkStateChanged();
void NetworkStateChanged( unsigned short offset );
// Marks the PVS information dirty
void MarkPVSInformationDirty();
// Marks for deletion
void MarkForDeletion();
bool IsMarkedForDeletion() const;
// Sets the network parent
void SetNetworkParent( EHANDLE hParent );
CServerNetworkProperty* GetNetworkParent();
// This is useful for entities that don't change frequently or that the client
// doesn't need updates on very often. If you use this mode, the server will only try to
// detect state changes every N seconds, so it will save CPU cycles and bandwidth.
//
// Note: N must be less than AUTOUPDATE_MAX_TIME_LENGTH.
//
// Set back to zero to disable the feature.
//
// This feature works on top of manual mode.
// - If you turn it on and manual mode is off, it will autodetect changes every N seconds.
// - If you turn it on and manual mode is on, then every N seconds it will only say there
// is a change if you've called NetworkStateChanged.
void SetUpdateInterval( float N );
// You can use this to override any entity's ShouldTransmit behavior.
// void SetTransmitProxy( CBaseTransmitProxy *pProxy );
// This version does a PVS check which also checks for connected areas
bool IsInPVS( const CCheckTransmitInfo *pInfo );
// This version doesn't do the area check
bool IsInPVS( const edict_t *pRecipient, const void *pvs, int pvssize );
// Called by the timed event manager when it's time to detect a state change.
virtual void FireEvent();
// Recomputes PVS information
void RecomputePVSInformation();
private:
// Detaches the edict.. should only be called by CBaseNetworkable's destructor.
void DetachEdict();
CBaseEntity *GetOuter();
// Marks the networkable that it will should transmit
void SetTransmit( CCheckTransmitInfo *pInfo );
private:
CBaseEntity *m_pOuter;
// CBaseTransmitProxy *m_pTransmitProxy;
edict_t *m_pPev;
PVSInfo_t m_PVSInfo;
ServerClass *m_pServerClass;
// NOTE: This state is 'owned' by the entity. It's only copied here
// also to help improve cache performance in networking code.
EHANDLE m_hParent;
// Counters for SetUpdateInterval.
CEventRegister m_TimerEvent;
bool m_bPendingStateChange : 1;
// friend class CBaseTransmitProxy;
};
//-----------------------------------------------------------------------------
// inline methods // TODOMO does inline work on virtual functions ?
//-----------------------------------------------------------------------------
inline CBaseNetworkable* CServerNetworkProperty::GetBaseNetworkable()
{
return NULL;
}
inline CBaseEntity* CServerNetworkProperty::GetBaseEntity()
{
return m_pOuter;
}
inline CBaseEntity *CServerNetworkProperty::GetOuter()
{
return m_pOuter;
}
inline PVSInfo_t *CServerNetworkProperty::GetPVSInfo()
{
return &m_PVSInfo;
}
//-----------------------------------------------------------------------------
// Marks the PVS information dirty
//-----------------------------------------------------------------------------
inline void CServerNetworkProperty::MarkPVSInformationDirty()
{
if ( m_pPev )
{
m_pPev->m_fStateFlags |= FL_EDICT_DIRTY_PVS_INFORMATION;
}
}
//-----------------------------------------------------------------------------
// Sets/gets the network parent
//-----------------------------------------------------------------------------
inline void CServerNetworkProperty::SetNetworkParent( EHANDLE hParent )
{
m_hParent = hParent;
}
//-----------------------------------------------------------------------------
// Methods related to the net state mgr
//-----------------------------------------------------------------------------
inline void CServerNetworkProperty::NetworkStateForceUpdate()
{
if ( m_pPev )
m_pPev->StateChanged();
}
inline void CServerNetworkProperty::NetworkStateChanged()
{
// If we're using the timer, then ignore this call.
if ( m_TimerEvent.IsRegistered() )
{
// If we're waiting for a timer event, then queue the change so it happens
// when the timer goes off.
m_bPendingStateChange = true;
}
else
{
if ( m_pPev )
m_pPev->StateChanged();
}
}
inline void CServerNetworkProperty::NetworkStateChanged( unsigned short varOffset )
{
// If we're using the timer, then ignore this call.
if ( m_TimerEvent.IsRegistered() )
{
// If we're waiting for a timer event, then queue the change so it happens
// when the timer goes off.
m_bPendingStateChange = true;
}
else
{
if ( m_pPev )
m_pPev->StateChanged( varOffset );
}
}
//-----------------------------------------------------------------------------
// Methods to get the entindex + edict
//-----------------------------------------------------------------------------
inline int CServerNetworkProperty::entindex() const
{
return ENTINDEX( m_pPev );
}
inline edict_t* CServerNetworkProperty::GetEdict() const
{
// This one's virtual, that's why we have to two other versions
return m_pPev;
}
inline edict_t *CServerNetworkProperty::edict()
{
return m_pPev;
}
inline const edict_t *CServerNetworkProperty::edict() const
{
return m_pPev;
}
//-----------------------------------------------------------------------------
// Sets the edict pointer (for swapping edicts)
//-----------------------------------------------------------------------------
inline void CServerNetworkProperty::SetEdict( edict_t *pEdict )
{
m_pPev = pEdict;
}
inline int CServerNetworkProperty::AreaNum() const
{
const_cast<CServerNetworkProperty*>(this)->RecomputePVSInformation();
return m_PVSInfo.m_nAreaNum;
}
#endif // SERVERNETWORKPROPERTY_H