source-engine/game/server/eventqueue.h

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2020-04-22 16:56:21 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: A global class that holds a prioritized queue of entity I/O events.
// Events can be posted with a nonzero delay, which determines how long
// they are held before being dispatched to their recipients.
//
// The queue is serviced once per server frame.
//
//=============================================================================//
#ifndef EVENTQUEUE_H
#define EVENTQUEUE_H
#ifdef _WIN32
#pragma once
#endif
#include "mempool.h"
struct EventQueuePrioritizedEvent_t
{
float m_flFireTime;
string_t m_iTarget;
string_t m_iTargetInput;
EHANDLE m_pActivator;
EHANDLE m_pCaller;
int m_iOutputID;
EHANDLE m_pEntTarget; // a pointer to the entity to target; overrides m_iTarget
variant_t m_VariantValue; // variable-type parameter
EventQueuePrioritizedEvent_t *m_pNext;
EventQueuePrioritizedEvent_t *m_pPrev;
DECLARE_SIMPLE_DATADESC();
DECLARE_FIXEDSIZE_ALLOCATOR( PrioritizedEvent_t );
};
class CEventQueue
{
public:
// pushes an event into the queue, targeting a string name (m_iName), or directly by a pointer
void AddEvent( const char *target, const char *action, variant_t Value, float fireDelay, CBaseEntity *pActivator, CBaseEntity *pCaller, int outputID = 0 );
void AddEvent( CBaseEntity *target, const char *action, float fireDelay, CBaseEntity *pActivator, CBaseEntity *pCaller, int outputID = 0 );
void AddEvent( CBaseEntity *target, const char *action, variant_t Value, float fireDelay, CBaseEntity *pActivator, CBaseEntity *pCaller, int outputID = 0 );
void CancelEvents( CBaseEntity *pCaller );
void CancelEventOn( CBaseEntity *pTarget, const char *sInputName );
bool HasEventPending( CBaseEntity *pTarget, const char *sInputName );
// services the queue, firing off any events who's time hath come
void ServiceEvents( void );
// debugging
void ValidateQueue( void );
// serialization
int Save( ISave &save );
int Restore( IRestore &restore );
CEventQueue();
~CEventQueue();
void Init( void );
void Clear( void ); // resets the list
void Dump( void );
private:
void AddEvent( EventQueuePrioritizedEvent_t *event );
void RemoveEvent( EventQueuePrioritizedEvent_t *pe );
DECLARE_SIMPLE_DATADESC();
EventQueuePrioritizedEvent_t m_Events;
int m_iListCount;
};
extern CEventQueue g_EventQueue;
#endif // EVENTQUEUE_H