//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// #ifndef SERVER_CLASS_H #define SERVER_CLASS_H #ifdef _WIN32 #pragma once #endif #include "tier0/dbg.h" #include "dt_send.h" #include "networkstringtabledefs.h" class ServerClass; class SendTable; extern ServerClass *g_pServerClassHead; class ServerClass { public: ServerClass( char *pNetworkName, SendTable *pTable ) { m_pNetworkName = pNetworkName; m_pTable = pTable; m_InstanceBaselineIndex = INVALID_STRING_INDEX; // g_pServerClassHead is sorted alphabetically, so find the correct place to insert if ( !g_pServerClassHead ) { g_pServerClassHead = this; m_pNext = NULL; } else { ServerClass *p1 = g_pServerClassHead; ServerClass *p2 = p1->m_pNext; // Comment from Alfred on 7/2/2004 6:43:24 PM in CL 91253, //ValveGames/main/src/public/server_class.h#18: // ---> use _stricmp because Q_stricmp isn't hooked up properly yet // [Sergiy, 10/19/2009] hooking up V_stricmp if ( V_stricmp( p1->GetName(), pNetworkName ) > 0) { m_pNext = g_pServerClassHead; g_pServerClassHead = this; p1 = NULL; } while( p1 ) { if ( p2 == NULL || V_stricmp( p2->GetName(), pNetworkName ) > 0) { m_pNext = p2; p1->m_pNext = this; break; } p1 = p2; p2 = p2->m_pNext; } } } const char* GetName() { return m_pNetworkName; } public: char *m_pNetworkName; SendTable *m_pTable; ServerClass *m_pNext; int m_ClassID; // Managed by the engine. // This is an index into the network string table (sv.GetInstanceBaselineTable()). int m_InstanceBaselineIndex; // INVALID_STRING_INDEX if not initialized yet. }; class CBaseNetworkable; // If you do a DECLARE_SERVERCLASS, you need to do this inside the class definition. #define DECLARE_SERVERCLASS() \ public: \ virtual ServerClass* GetServerClass(); \ static SendTable *m_pClassSendTable; \ template friend int ServerClassInit(T *); \ virtual int YouForgotToImplementOrDeclareServerClass(); \ #define DECLARE_SERVERCLASS_NOBASE() \ public: \ template friend int ServerClassInit(T *); \ // Use this macro to expose your class's data across the network. #define IMPLEMENT_SERVERCLASS( DLLClassName, sendTable ) \ IMPLEMENT_SERVERCLASS_INTERNAL( DLLClassName, sendTable ) // You can use this instead of BEGIN_SEND_TABLE and it will do a DECLARE_SERVERCLASS automatically. #define IMPLEMENT_SERVERCLASS_ST(DLLClassName, sendTable) \ IMPLEMENT_SERVERCLASS_INTERNAL( DLLClassName, sendTable )\ BEGIN_SEND_TABLE(DLLClassName, sendTable) #define IMPLEMENT_SERVERCLASS_ST_NOBASE(DLLClassName, sendTable) \ IMPLEMENT_SERVERCLASS_INTERNAL( DLLClassName, sendTable )\ BEGIN_SEND_TABLE_NOBASE( DLLClassName, sendTable ) #ifdef VALIDATE_DECLARE_CLASS #define CHECK_DECLARE_CLASS( DLLClassName, sendTable ) \ template int CheckDeclareClass_Access(T *); \ template <> int CheckDeclareClass_Access(sendTable::ignored *, const char *pIgnored) \ { \ return DLLClassName::CheckDeclareClass( #DLLClassName ); \ } \ namespace sendTable \ { \ int verifyDeclareClass = CheckDeclareClass_Access( (sendTable::ignored*)0 ); \ } #else #define CHECK_DECLARE_CLASS( DLLClassName, sendTable ) #endif #define IMPLEMENT_SERVERCLASS_INTERNAL( DLLClassName, sendTable ) \ namespace sendTable \ { \ struct ignored; \ extern SendTable g_SendTable; \ } \ CHECK_DECLARE_CLASS( DLLClassName, sendTable ) \ static ServerClass g_##DLLClassName##_ClassReg(\ #DLLClassName, \ &sendTable::g_SendTable\ ); \ \ ServerClass* DLLClassName::GetServerClass() {return &g_##DLLClassName##_ClassReg;} \ SendTable *DLLClassName::m_pClassSendTable = &sendTable::g_SendTable;\ int DLLClassName::YouForgotToImplementOrDeclareServerClass() {return 0;} #endif