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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef DT_RECV_DECODER_H
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#define DT_RECV_DECODER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "dt.h"
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class CDTIRecvTable;
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class RecvProp;
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// ------------------------------------------------------------------------------------ //
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// CClientSendTable and CClientSendProp. This is the data that we receive a SendTable into.
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//
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// For the most part, it's just a SendTable, but we have slots for extra
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// data we need to store.
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// ------------------------------------------------------------------------------------ //
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class CClientSendProp
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{
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public:
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CClientSendProp();
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~CClientSendProp();
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const char* GetTableName() { return m_pTableName; }
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void SetTableName( char *pName ) { m_pTableName = pName; }
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private:
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char *m_pTableName; // For DPT_DataTable properties.. this tells the table name.
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};
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//
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// CClientSendTables are the client's version of the SendTables that are sent down
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// from the server. It stores these, then builds CRecvDecoders that allow it to
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// decode packets of data.
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//
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class CClientSendTable
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{
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public:
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CClientSendTable();
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~CClientSendTable();
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int GetNumProps() const { return m_SendTable.m_nProps; }
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CClientSendProp* GetClientProp( int i ) { return &m_Props[i]; }
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const char* GetName() { return m_SendTable.GetName(); }
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SendTable* GetSendTable() { return &m_SendTable; }
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public:
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SendTable m_SendTable;
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CUtlVector<CClientSendProp> m_Props; // Extra data for the properties.
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};
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// ------------------------------------------------------------------------------------ //
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// CRecvDecoder.
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// ------------------------------------------------------------------------------------ //
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class CRecvDecoder
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{
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public:
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CRecvDecoder();
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const char* GetName() const;
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SendTable* GetSendTable() const;
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RecvTable* GetRecvTable() const;
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int GetNumProps() const;
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const RecvProp* GetProp( int i ) const;
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const SendProp* GetSendProp( int i ) const;
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int GetNumDatatableProps() const;
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const RecvProp* GetDatatableProp( int i ) const;
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public:
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RecvTable *m_pTable;
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CClientSendTable *m_pClientSendTable;
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// This is from the data that we've received from the server.
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CSendTablePrecalc m_Precalc;
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// This mirrors m_Precalc.m_Props.
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CUtlVector<const RecvProp*> m_Props;
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CUtlVector<const RecvProp*> m_DatatableProps;
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CDTIRecvTable *m_pDTITable;
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};
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// ------------------------------------------------------------------------------------ //
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// Inlines.
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// ------------------------------------------------------------------------------------ //
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inline const char* CRecvDecoder::GetName() const
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{
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return m_pTable->GetName();
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}
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inline SendTable* CRecvDecoder::GetSendTable() const
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{
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return m_Precalc.GetSendTable();
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}
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inline RecvTable* CRecvDecoder::GetRecvTable() const
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{
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return m_pTable;
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}
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inline int CRecvDecoder::GetNumProps() const
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{
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return m_Props.Count();
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}
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inline const RecvProp* CRecvDecoder::GetProp( int i ) const
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{
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// When called from RecvTable_Decode it is expected that this will
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// return NULL if 'i' is out of range, but for two years there has been
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// nothing to ensure that this is true. This has caused significant
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// crashes in RecvTable_Decode. Putting the check here rather
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// than in RecvTable_Decode helps check for other functions that might
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// have this same assumption. If the cost is too great then this check
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// can be moved to RecvTable_Decode. Initial testing suggests that this
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// function is called ~1,200 times per second, so the cost of the branch is
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// not significant.
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// Do the check using unsigned math to check for < 0 simultaneously.
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if ( (unsigned)i < (unsigned)GetNumProps() )
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return m_Props[i];
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return NULL;
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}
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inline const SendProp* CRecvDecoder::GetSendProp( int i ) const
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{
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return m_Precalc.GetProp( i );
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}
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inline int CRecvDecoder::GetNumDatatableProps() const
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{
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return m_DatatableProps.Count();
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}
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inline const RecvProp* CRecvDecoder::GetDatatableProp( int i ) const
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{
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return m_DatatableProps[i];
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}
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#endif // DT_RECV_DECODER_H
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