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https://github.com/nillerusr/source-engine.git
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// The copyright to the contents herein is the property of Valve, L.L.C.
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// The contents may be used and/or copied only with the written permission of
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// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// $Header: $
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// $NoKeywords: $
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//
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// Material editor
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//=============================================================================
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#include <windows.h>
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#include "appframework/appframework.h"
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#include "networksystem/inetworksystem.h"
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#include "networksystem/inetworkmessage.h"
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#include "bitbuf.h"
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#include "filesystem.h"
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#include "filesystem_init.h"
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#include "tier0/icommandline.h"
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#include "vstdlib/cvar.h"
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//-----------------------------------------------------------------------------
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// Singleton interfaces
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//-----------------------------------------------------------------------------
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IFileSystem *g_pFileSystem;
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INetworkSystem *g_pNetworkSystem;
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//-----------------------------------------------------------------------------
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// Purpose: Warning/Msg call back through this API
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// Input : type -
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// *pMsg -
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// Output : SpewRetval_t
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//-----------------------------------------------------------------------------
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SpewRetval_t SpewFunc( SpewType_t type, char const *pMsg )
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{
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OutputDebugString( pMsg );
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if ( type == SPEW_ASSERT )
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{
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DebuggerBreak();
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}
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return SPEW_CONTINUE;
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}
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//-----------------------------------------------------------------------------
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// The application object
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//-----------------------------------------------------------------------------
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class CNetworkTestApp : public CSteamAppSystemGroup
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{
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typedef CSteamAppSystemGroup BaseClass;
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public:
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// Methods of IApplication
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virtual bool Create();
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virtual bool PreInit( );
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virtual int Main();
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virtual void PostShutdown( );
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virtual void Destroy();
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virtual const char *GetAppName() { return "NetworkTest"; }
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virtual bool AppUsesReadPixels() { return false; }
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private:
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// Window management
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bool CreateAppWindow( char const *pTitle, bool bWindowed, int w, int h );
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// Sets up the game path
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bool SetupSearchPaths();
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HWND m_HWnd;
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};
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DEFINE_WINDOWED_STEAM_APPLICATION_OBJECT( CNetworkTestApp );
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//-----------------------------------------------------------------------------
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// Create all singleton systems
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//-----------------------------------------------------------------------------
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bool CNetworkTestApp::Create()
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{
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SpewOutputFunc( SpewFunc );
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// Add in the cvar factory
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AppModule_t cvarModule = LoadModule( VStdLib_GetICVarFactory() );
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AddSystem( cvarModule, CVAR_INTERFACE_VERSION );
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AppSystemInfo_t appSystems[] =
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{
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{ "networksystem.dll", NETWORKSYSTEM_INTERFACE_VERSION },
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{ "", "" } // Required to terminate the list
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};
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if ( !AddSystems( appSystems ) )
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return false;
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g_pFileSystem = (IFileSystem*)FindSystem( FILESYSTEM_INTERFACE_VERSION );
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g_pNetworkSystem = (INetworkSystem*)FindSystem( NETWORKSYSTEM_INTERFACE_VERSION );
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if (!g_pFileSystem || !g_pNetworkSystem )
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return false;
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return true;
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}
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void CNetworkTestApp::Destroy()
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{
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g_pFileSystem = NULL;
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g_pNetworkSystem = NULL;
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}
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//-----------------------------------------------------------------------------
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// Window management
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//-----------------------------------------------------------------------------
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bool CNetworkTestApp::CreateAppWindow( char const *pTitle, bool bWindowed, int w, int h )
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{
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WNDCLASSEX wc;
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memset( &wc, 0, sizeof( wc ) );
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wc.cbSize = sizeof( wc );
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wc.style = CS_OWNDC | CS_DBLCLKS;
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wc.lpfnWndProc = DefWindowProc;
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wc.hInstance = (HINSTANCE)GetAppInstance();
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wc.lpszClassName = "Valve001";
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wc.hIcon = NULL; //LoadIcon( s_HInstance, MAKEINTRESOURCE( IDI_LAUNCHER ) );
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wc.hIconSm = wc.hIcon;
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RegisterClassEx( &wc );
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// Note, it's hidden
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DWORD style = WS_POPUP | WS_CLIPSIBLINGS;
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if ( bWindowed )
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{
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// Give it a frame
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style |= WS_OVERLAPPEDWINDOW;
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style &= ~WS_THICKFRAME;
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}
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// Never a max box
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style &= ~WS_MAXIMIZEBOX;
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RECT windowRect;
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windowRect.top = 0;
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windowRect.left = 0;
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windowRect.right = w;
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windowRect.bottom = h;
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// Compute rect needed for that size client area based on window style
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AdjustWindowRectEx(&windowRect, style, FALSE, 0);
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// Create the window
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m_HWnd = CreateWindow( wc.lpszClassName, pTitle, style, 0, 0,
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windowRect.right - windowRect.left, windowRect.bottom - windowRect.top,
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NULL, NULL, (HINSTANCE)GetAppInstance(), NULL );
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if (!m_HWnd)
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return false;
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int CenterX, CenterY;
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CenterX = (GetSystemMetrics(SM_CXSCREEN) - w) / 2;
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CenterY = (GetSystemMetrics(SM_CYSCREEN) - h) / 2;
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CenterX = (CenterX < 0) ? 0: CenterX;
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CenterY = (CenterY < 0) ? 0: CenterY;
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// In VCR modes, keep it in the upper left so mouse coordinates are always relative to the window.
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SetWindowPos (m_HWnd, NULL, CenterX, CenterY, 0, 0,
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SWP_NOSIZE | SWP_NOZORDER | SWP_SHOWWINDOW | SWP_DRAWFRAME);
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return true;
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}
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//-----------------------------------------------------------------------------
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// Sets up the game path
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//-----------------------------------------------------------------------------
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bool CNetworkTestApp::SetupSearchPaths()
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{
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CFSSteamSetupInfo steamInfo;
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steamInfo.m_pDirectoryName = NULL;
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steamInfo.m_bOnlyUseDirectoryName = false;
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steamInfo.m_bToolsMode = true;
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steamInfo.m_bSetSteamDLLPath = true;
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steamInfo.m_bSteam = g_pFileSystem->IsSteam();
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if ( FileSystem_SetupSteamEnvironment( steamInfo ) != FS_OK )
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return false;
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CFSMountContentInfo fsInfo;
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fsInfo.m_pFileSystem = g_pFileSystem;
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fsInfo.m_bToolsMode = true;
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fsInfo.m_pDirectoryName = steamInfo.m_GameInfoPath;
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if ( FileSystem_MountContent( fsInfo ) != FS_OK )
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return false;
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// Finally, load the search paths for the "GAME" path.
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CFSSearchPathsInit searchPathsInit;
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searchPathsInit.m_pDirectoryName = steamInfo.m_GameInfoPath;
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searchPathsInit.m_pFileSystem = g_pFileSystem;
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if ( FileSystem_LoadSearchPaths( searchPathsInit ) != FS_OK )
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return false;
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g_pFileSystem->AddSearchPath( steamInfo.m_GameInfoPath, "SKIN", PATH_ADD_TO_HEAD );
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char platform[MAX_PATH];
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Q_strncpy( platform, steamInfo.m_GameInfoPath, MAX_PATH );
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Q_StripTrailingSlash( platform );
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Q_strncat( platform, "/../platform", MAX_PATH, MAX_PATH );
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g_pFileSystem->AddSearchPath( platform, "PLATFORM" );
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return true;
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}
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//-----------------------------------------------------------------------------
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// PreInit, PostShutdown
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//-----------------------------------------------------------------------------
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bool CNetworkTestApp::PreInit( )
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{
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// Add paths...
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if ( !SetupSearchPaths() )
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return false;
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const char *pArg;
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int iWidth = 1024;
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int iHeight = 768;
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bool bWindowed = (CommandLine()->CheckParm( "-fullscreen" ) == NULL);
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if (CommandLine()->CheckParm( "-width", &pArg ))
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{
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iWidth = atoi( pArg );
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}
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if (CommandLine()->CheckParm( "-height", &pArg ))
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{
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iHeight = atoi( pArg );
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}
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if (!CreateAppWindow( "NetworkTest", bWindowed, iWidth, iHeight ))
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return false;
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return true;
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}
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void CNetworkTestApp::PostShutdown( )
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{
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}
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//-----------------------------------------------------------------------------
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// Network message ids
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//-----------------------------------------------------------------------------
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enum
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{
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TEST_GROUP = NETWORKSYSTEM_FIRST_GROUP,
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};
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enum
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{
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TEST_MESSAGE_1 = 0,
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};
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//-----------------------------------------------------------------------------
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// Test network message
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//-----------------------------------------------------------------------------
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class CTestNetworkMessage : public CNetworkMessage
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{
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public:
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CTestNetworkMessage() { SetReliable( false ); }
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CTestNetworkMessage( int nValue ) : m_Data( nValue ) { SetReliable( false ); }
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DECLARE_BASE_MESSAGE( TEST_GROUP, TEST_MESSAGE_1, "Test Message 1" )
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bool Process();
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int m_Data;
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};
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bool CTestNetworkMessage::WriteToBuffer( bf_write &buffer )
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{
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buffer.WriteShort( m_Data );
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return !buffer.IsOverflowed();
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}
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bool CTestNetworkMessage::ReadFromBuffer( bf_read &buffer )
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{
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m_Data = buffer.ReadShort();
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return !buffer.IsOverflowed();
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}
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bool CTestNetworkMessage::Process()
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{
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Msg( "Received test message %d\n", m_Data );
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return true;
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}
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//-----------------------------------------------------------------------------
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// main application
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//-----------------------------------------------------------------------------
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int CNetworkTestApp::Main()
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{
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// Network messages must be registered before the server or client is started
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g_pNetworkSystem->RegisterMessage( new CTestNetworkMessage() );
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int nRetVal = 0;
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if ( !g_pNetworkSystem->StartServer( ) )
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return 0;
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if ( !g_pNetworkSystem->StartClient( ) )
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goto shutdownServer;
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// Set the channel up for receiving
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INetChannel *pChan = g_pNetworkSystem->ConnectClientToServer( "localhost", 27001 );
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if ( !pChan )
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goto shutdownClient;
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INetChannel *pServerChan = NULL;
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{
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while( true )
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{
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// Helps avoid a buffer overflow
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Sleep( 1 );
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// Send a message out
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if ( pChan->GetConnectionState() == CONNECTION_STATE_CONNECTED )
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{
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CTestNetworkMessage msg( 5 );
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pChan->AddNetMsg( &msg, false );
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msg.m_Data = 4;
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pChan->AddNetMsg( &msg, false );
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}
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if ( pServerChan )
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{
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CTestNetworkMessage msg( 6 );
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pServerChan->AddNetMsg( &msg, false );
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msg.m_Data = 7;
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pServerChan->AddNetMsg( &msg, false );
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}
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g_pNetworkSystem->ClientSendMessages();
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g_pNetworkSystem->ServerReceiveMessages();
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g_pNetworkSystem->ServerSendMessages();
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g_pNetworkSystem->ClientReceiveMessages();
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NetworkEvent_t *pEvent = g_pNetworkSystem->FirstNetworkEvent();
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for ( ; pEvent; pEvent = g_pNetworkSystem->NextNetworkEvent( ) )
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{
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switch ( pEvent->m_nType )
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{
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case NETWORK_EVENT_CONNECTED:
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pServerChan = ((NetworkConnectionEvent_t*)pEvent)->m_pChannel;
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break;
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case NETWORK_EVENT_DISCONNECTED:
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if ( pServerChan == ((NetworkDisconnectionEvent_t*)pEvent)->m_pChannel )
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{
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pServerChan = NULL;
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}
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break;
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case NETWORK_EVENT_MESSAGE_RECEIVED:
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{
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NetworkMessageReceivedEvent_t *pReceivedEvent = static_cast<NetworkMessageReceivedEvent_t*>( pEvent );
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if ( ( pReceivedEvent->m_pNetworkMessage->GetGroup() == TEST_GROUP ) && ( pReceivedEvent->m_pNetworkMessage->GetType() == TEST_MESSAGE_1 ) )
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{
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static_cast<CTestNetworkMessage*>( pReceivedEvent->m_pNetworkMessage )->Process();
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}
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}
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break;
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}
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}
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}
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nRetVal = 1;
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g_pNetworkSystem->DisconnectClientFromServer( pChan );
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}
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shutdownClient:
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g_pNetworkSystem->ShutdownClient( );
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shutdownServer:
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g_pNetworkSystem->ShutdownServer( );
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return nRetVal;
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}
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@@ -0,0 +1,23 @@
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//-----------------------------------------------------------------------------
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// NETWORKTEST.VPC
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//
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// Project Script
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//-----------------------------------------------------------------------------
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$Macro SRCDIR "..\.."
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$Macro OUTBINDIR "$SRCDIR\..\game\bin"
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$Include "$SRCDIR\vpc_scripts\source_exe_win_win32_base.vpc"
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$Project "Networktest"
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{
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$Folder "Source Files"
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{
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$File "networktest.cpp"
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}
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$Folder "Link Libraries"
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{
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$DynamicFile "$SRCDIR\lib\public\appframework.lib"
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}
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}
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