444 lines
13 KiB
C++
444 lines
13 KiB
C++
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Deals with singleton
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//
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// $Revision: $
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "igamesystem.h"
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#include "datacache/imdlcache.h"
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#include "utlvector.h"
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#include "vprof.h"
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#if defined( _X360 )
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#include "xbox/xbox_console.h"
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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// enable this #define (here or in your vpc) to have
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// each GameSystem accounted for individually in the vprof.
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// You must enable VPROF_LEVEL 1 too.
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// #define VPROF_ACCOUNT_GAMESYSTEMS
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// Pointer to a member method of IGameSystem
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typedef void (IGameSystem::*GameSystemFunc_t)();
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// Pointer to a member method of IGameSystem
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typedef void (IGameSystemPerFrame::*PerFrameGameSystemFunc_t)();
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// Used to invoke a method of all added Game systems in order
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static void InvokeMethod( GameSystemFunc_t f, char const *timed = 0 );
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// Used to invoke a method of all added Game systems in order
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static void InvokeMethodTickProgress( GameSystemFunc_t f, char const *timed = 0 );
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// Used to invoke a method of all added Game systems in reverse order
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static void InvokeMethodReverseOrder( GameSystemFunc_t f );
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// Used to invoke a method of all added Game systems in order
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static void InvokePerFrameMethod( PerFrameGameSystemFunc_t f, char const *timed = 0 );
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static bool s_bSystemsInitted = false;
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// List of all installed Game systems
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static CUtlVector<IGameSystem*> s_GameSystems( 0, 4 );
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// List of all installed Game systems
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static CUtlVector<IGameSystemPerFrame*> s_GameSystemsPerFrame( 0, 4 );
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// The map name
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static char* s_pMapName = 0;
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static CBasePlayer *s_pRunCommandPlayer = NULL;
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static CUserCmd *s_pRunCommandUserCmd = NULL;
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//-----------------------------------------------------------------------------
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// Auto-registration of game systems
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//-----------------------------------------------------------------------------
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static CAutoGameSystem *s_pSystemList = NULL;
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CAutoGameSystem::CAutoGameSystem( char const *name ) :
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m_pszName( name )
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{
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// If s_GameSystems hasn't been initted yet, then add ourselves to the global list
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// because we don't know if the constructor for s_GameSystems has happened yet.
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// Otherwise, we can add ourselves right into that list.
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if ( s_bSystemsInitted )
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{
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Add( this );
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}
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else
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{
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m_pNext = s_pSystemList;
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s_pSystemList = this;
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}
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}
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static CAutoGameSystemPerFrame *s_pPerFrameSystemList = NULL;
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//-----------------------------------------------------------------------------
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// Purpose: This is a CAutoGameSystem which also cares about the "per frame" hooks
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//-----------------------------------------------------------------------------
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CAutoGameSystemPerFrame::CAutoGameSystemPerFrame( char const *name ) :
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m_pszName( name )
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{
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// If s_GameSystems hasn't been initted yet, then add ourselves to the global list
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// because we don't know if the constructor for s_GameSystems has happened yet.
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// Otherwise, we can add ourselves right into that list.
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if ( s_bSystemsInitted )
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{
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Add( this );
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}
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else
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{
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m_pNext = s_pPerFrameSystemList;
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s_pPerFrameSystemList = this;
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}
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}
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//-----------------------------------------------------------------------------
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// destructor, cleans up automagically....
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//-----------------------------------------------------------------------------
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IGameSystem::~IGameSystem()
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{
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Remove( this );
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}
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//-----------------------------------------------------------------------------
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// destructor, cleans up automagically....
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//-----------------------------------------------------------------------------
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IGameSystemPerFrame::~IGameSystemPerFrame()
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{
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Remove( this );
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}
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//-----------------------------------------------------------------------------
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// Adds a system to the list of systems to run
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//-----------------------------------------------------------------------------
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void IGameSystem::Add( IGameSystem* pSys )
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{
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s_GameSystems.AddToTail( pSys );
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if ( dynamic_cast< IGameSystemPerFrame * >( pSys ) != NULL )
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{
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s_GameSystemsPerFrame.AddToTail( static_cast< IGameSystemPerFrame * >( pSys ) );
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}
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}
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//-----------------------------------------------------------------------------
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// Removes a system from the list of systems to update
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//-----------------------------------------------------------------------------
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void IGameSystem::Remove( IGameSystem* pSys )
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{
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s_GameSystems.FindAndRemove( pSys );
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if ( dynamic_cast< IGameSystemPerFrame * >( pSys ) != NULL )
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{
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s_GameSystemsPerFrame.FindAndRemove( static_cast< IGameSystemPerFrame * >( pSys ) );
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}
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}
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//-----------------------------------------------------------------------------
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// Removes *all* systems from the list of systems to update
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//-----------------------------------------------------------------------------
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void IGameSystem::RemoveAll( )
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{
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s_GameSystems.RemoveAll();
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s_GameSystemsPerFrame.RemoveAll();
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}
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//-----------------------------------------------------------------------------
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// Client systems can use this to get at the map name
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//-----------------------------------------------------------------------------
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char const* IGameSystem::MapName()
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{
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return s_pMapName;
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}
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#ifndef CLIENT_DLL
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CBasePlayer *IGameSystem::RunCommandPlayer()
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{
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return s_pRunCommandPlayer;
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}
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CUserCmd *IGameSystem::RunCommandUserCmd()
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{
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return s_pRunCommandUserCmd;
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}
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#endif
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//-----------------------------------------------------------------------------
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// Invokes methods on all installed game systems
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//-----------------------------------------------------------------------------
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bool IGameSystem::InitAllSystems()
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{
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int i;
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{
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// first add any auto systems to the end
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CAutoGameSystem *pSystem = s_pSystemList;
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while ( pSystem )
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{
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if ( s_GameSystems.Find( pSystem ) == s_GameSystems.InvalidIndex() )
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{
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Add( pSystem );
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}
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else
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{
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DevWarning( 1, "AutoGameSystem already added to game system list!!!\n" );
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}
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pSystem = pSystem->m_pNext;
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}
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s_pSystemList = NULL;
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}
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{
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CAutoGameSystemPerFrame *pSystem = s_pPerFrameSystemList;
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while ( pSystem )
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{
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if ( s_GameSystems.Find( pSystem ) == s_GameSystems.InvalidIndex() )
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{
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Add( pSystem );
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}
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else
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{
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DevWarning( 1, "AutoGameSystem already added to game system list!!!\n" );
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}
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pSystem = pSystem->m_pNext;
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}
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s_pSystemList = NULL;
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}
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// Now remember that we are initted so new CAutoGameSystems will add themselves automatically.
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s_bSystemsInitted = true;
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for ( i = 0; i < s_GameSystems.Count(); ++i )
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{
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MDLCACHE_COARSE_LOCK();
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MDLCACHE_CRITICAL_SECTION();
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IGameSystem *sys = s_GameSystems[i];
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#if defined( _X360 )
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char sz[128];
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Q_snprintf( sz, sizeof( sz ), "%s->Init():Start", sys->Name() );
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XBX_rTimeStampLog( Plat_FloatTime(), sz );
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#endif
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bool valid = sys->Init();
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#if defined( _X360 )
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Q_snprintf( sz, sizeof( sz ), "%s->Init():Finish", sys->Name() );
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XBX_rTimeStampLog( Plat_FloatTime(), sz );
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#endif
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if ( !valid )
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return false;
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}
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return true;
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}
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void IGameSystem::PostInitAllSystems( void )
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{
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InvokeMethod( &IGameSystem::PostInit, "PostInit" );
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}
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void IGameSystem::ShutdownAllSystems()
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{
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InvokeMethodReverseOrder( &IGameSystem::Shutdown );
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}
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void IGameSystem::LevelInitPreEntityAllSystems( char const* pMapName )
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{
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// Store off the map name
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if ( s_pMapName )
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{
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delete[] s_pMapName;
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}
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int len = Q_strlen(pMapName) + 1;
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s_pMapName = new char [ len ];
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Q_strncpy( s_pMapName, pMapName, len );
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InvokeMethodTickProgress( &IGameSystem::LevelInitPreEntity, "LevelInitPreEntity" );
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}
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void IGameSystem::LevelInitPostEntityAllSystems( void )
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{
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InvokeMethod( &IGameSystem::LevelInitPostEntity, "LevelInitPostEntity" );
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}
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void IGameSystem::LevelShutdownPreEntityAllSystems()
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{
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InvokeMethodReverseOrder( &IGameSystem::LevelShutdownPreEntity );
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}
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void IGameSystem::LevelShutdownPostEntityAllSystems()
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{
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InvokeMethodReverseOrder( &IGameSystem::LevelShutdownPostEntity );
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if ( s_pMapName )
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{
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delete[] s_pMapName;
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s_pMapName = 0;
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}
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}
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void IGameSystem::OnSaveAllSystems()
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{
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InvokeMethod( &IGameSystem::OnSave );
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}
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void IGameSystem::OnRestoreAllSystems()
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{
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InvokeMethod( &IGameSystem::OnRestore );
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}
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void IGameSystem::SafeRemoveIfDesiredAllSystems()
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{
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InvokeMethodReverseOrder( &IGameSystem::SafeRemoveIfDesired );
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}
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#ifdef CLIENT_DLL
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void IGameSystem::PreRenderAllSystems()
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{
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VPROF("IGameSystem::PreRenderAllSystems");
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InvokePerFrameMethod( &IGameSystemPerFrame::PreRender );
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}
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void IGameSystem::UpdateAllSystems( float frametime )
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{
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SafeRemoveIfDesiredAllSystems();
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int i;
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int c = s_GameSystemsPerFrame.Count();
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for ( i = 0; i < c; ++i )
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{
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IGameSystemPerFrame *sys = s_GameSystemsPerFrame[i];
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MDLCACHE_CRITICAL_SECTION();
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sys->Update( frametime );
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}
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}
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void IGameSystem::PostRenderAllSystems()
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{
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InvokePerFrameMethod( &IGameSystemPerFrame::PostRender );
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}
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#else
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void IGameSystem::FrameUpdatePreEntityThinkAllSystems()
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{
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VPROF("FrameUpdatePreEntityThinkAllSystems");
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InvokePerFrameMethod( &IGameSystemPerFrame::FrameUpdatePreEntityThink );
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}
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void IGameSystem::FrameUpdatePostEntityThinkAllSystems()
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{
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VPROF("FrameUpdatePostEntityThinkAllSystems");
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SafeRemoveIfDesiredAllSystems();
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InvokePerFrameMethod( &IGameSystemPerFrame::FrameUpdatePostEntityThink );
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}
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void IGameSystem::PreClientUpdateAllSystems()
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{
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VPROF("PreClientUpdateAllSystems");
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InvokePerFrameMethod( &IGameSystemPerFrame::PreClientUpdate );
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}
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#endif
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//-----------------------------------------------------------------------------
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// Invokes a method on all installed game systems in proper order
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//-----------------------------------------------------------------------------
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void InvokeMethod( GameSystemFunc_t f, char const *timed /*=0*/ )
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{
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NOTE_UNUSED( timed );
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int i;
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int c = s_GameSystems.Count();
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for ( i = 0; i < c ; ++i )
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{
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IGameSystem *sys = s_GameSystems[i];
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MDLCACHE_COARSE_LOCK();
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MDLCACHE_CRITICAL_SECTION();
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(sys->*f)();
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}
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}
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//-----------------------------------------------------------------------------
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// Invokes a method on all installed game systems in proper order
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//-----------------------------------------------------------------------------
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void InvokeMethodTickProgress( GameSystemFunc_t f, char const *timed /*=0*/ )
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{
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NOTE_UNUSED( timed );
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int i;
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int c = s_GameSystems.Count();
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for ( i = 0; i < c ; ++i )
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{
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IGameSystem *sys = s_GameSystems[i];
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MDLCACHE_COARSE_LOCK();
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MDLCACHE_CRITICAL_SECTION();
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#if defined( CLIENT_DLL )
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engine->TickProgressBar();
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#endif
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(sys->*f)();
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}
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}
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//-----------------------------------------------------------------------------
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// Invokes a method on all installed game systems in proper order
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//-----------------------------------------------------------------------------
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void InvokePerFrameMethod( PerFrameGameSystemFunc_t f, char const *timed /*=0*/ )
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{
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NOTE_UNUSED( timed );
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int i;
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int c = s_GameSystemsPerFrame.Count();
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for ( i = 0; i < c ; ++i )
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{
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IGameSystemPerFrame *sys = s_GameSystemsPerFrame[i];
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#if (VPROF_LEVEL > 0) && defined(VPROF_ACCOUNT_GAMESYSTEMS) // make sure each game system is individually attributed
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// because vprof nodes must really be constructed with a pointer to a static
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// string, we can't create a temporary char[] here and sprintf a distinctive
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// V_snprintf( buf, 63, "gamesys_preframe_%s", sys->Name() ). We'll have to
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// settle for just the system name, and distinguish between pre and post frame
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// in hierarchy.
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VPROF( sys->Name() );
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#endif
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MDLCACHE_CRITICAL_SECTION();
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(sys->*f)();
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}
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}
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//-----------------------------------------------------------------------------
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// Invokes a method on all installed game systems in reverse order
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//-----------------------------------------------------------------------------
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void InvokeMethodReverseOrder( GameSystemFunc_t f )
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{
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int i;
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int c = s_GameSystems.Count();
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for ( i = c; --i >= 0; )
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{
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IGameSystem *sys = s_GameSystems[i];
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#if (VPROF_LEVEL > 0) && defined(VPROF_ACCOUNT_GAMESYSTEMS) // make sure each game system is individually attributed
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// because vprof nodes must really be constructed with a pointer to a static
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// string, we can't create a temporary char[] here and sprintf a distinctive
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// V_snprintf( buf, 63, "gamesys_preframe_%s", sys->Name() ). We'll have to
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// settle for just the system name, and distinguish between pre and post frame
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// in hierarchy.
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VPROF( sys->Name() );
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#endif
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MDLCACHE_CRITICAL_SECTION();
|
|||
|
(sys->*f)();
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
|