//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef NETWORKVAR_H #define NETWORKVAR_H #ifdef _WIN32 #pragma once #endif #include "tier0/dbg.h" #include "convar.h" #if defined( CLIENT_DLL ) || defined( GAME_DLL ) #include "basehandle.h" #endif #pragma warning( disable : 4284 ) // warning C4284: return type for 'CNetworkVarT::operator ->' is 'int *' (ie; not a UDT or reference to a UDT. Will produce errors if applied using infix notation) #define MyOffsetOf( type, var ) ( (int)&((type*)0)->var ) #ifdef _DEBUG #undef new extern bool g_bUseNetworkVars; #define CHECK_USENETWORKVARS if(g_bUseNetworkVars) #else #define CHECK_USENETWORKVARS // don't check for g_bUseNetworkVars #endif // network vars use memcmp when fields are set. To ensure proper behavior your // object's memory should be initialized to zero. This happens for entities automatically // use this for other classes. class CMemZeroOnNew { public: void *operator new( size_t nSize ) { void *pMem = MemAlloc_Alloc( nSize ); V_memset( pMem, 0, nSize ); return pMem; } void* operator new( size_t nSize, int nBlockUse, const char *pFileName, int nLine ) { void *pMem = MemAlloc_Alloc( nSize, pFileName, nLine ); V_memset( pMem, 0, nSize ); return pMem; } void operator delete(void *pData) { if ( pData ) { g_pMemAlloc->Free(pData); } } void operator delete( void* pData, int nBlockUse, const char *pFileName, int nLine ) { if ( pData ) { g_pMemAlloc->Free(pData, pFileName, nLine ); } } }; inline int InternalCheckDeclareClass( const char *pClassName, const char *pClassNameMatch, void *pTestPtr, void *pBasePtr ) { // This makes sure that casting from ThisClass to BaseClass works right. You'll get a compiler error if it doesn't // work at all, and you'll get a runtime error if you use multiple inheritance. Assert( pTestPtr == pBasePtr ); // This is triggered by IMPLEMENT_SERVER_CLASS. It does DLLClassName::CheckDeclareClass( #DLLClassName ). // If they didn't do a DECLARE_CLASS in DLLClassName, then it'll be calling its base class's version // and the class names won't match. Assert( (void*)pClassName == (void*)pClassNameMatch ); return 0; } template inline int CheckDeclareClass_Access( T *, const char *pShouldBe ) { return T::CheckDeclareClass( pShouldBe ); } #ifndef _STATIC_LINKED #ifdef _MSC_VER #if defined(_DEBUG) && (_MSC_VER > 1200 ) #define VALIDATE_DECLARE_CLASS 1 #endif #endif #endif #ifdef VALIDATE_DECLARE_CLASS #define DECLARE_CLASS( className, baseClassName ) \ typedef baseClassName BaseClass; \ typedef className ThisClass; \ template friend int CheckDeclareClass_Access(T *, const char *pShouldBe); \ static int CheckDeclareClass( const char *pShouldBe ) \ { \ InternalCheckDeclareClass( pShouldBe, #className, (ThisClass*)0xFFFFF, (BaseClass*)(ThisClass*)0xFFFFF ); \ return CheckDeclareClass_Access( (BaseClass *)NULL, #baseClassName ); \ } // Use this macro when you have a base class, but it's part of a library that doesn't use network vars // or any of the things that use ThisClass or BaseClass. #define DECLARE_CLASS_GAMEROOT( className, baseClassName ) \ typedef baseClassName BaseClass; \ typedef className ThisClass; \ template friend int CheckDeclareClass_Access(T *, const char *pShouldBe); \ static int CheckDeclareClass( const char *pShouldBe ) \ { \ return InternalCheckDeclareClass( pShouldBe, #className, (ThisClass*)0xFFFFF, (BaseClass*)(ThisClass*)0xFFFFF ); \ } // Deprecated macro formerly used to work around VC++98 bug #define DECLARE_CLASS_NOFRIEND( className, baseClassName ) \ DECLARE_CLASS( className, baseClassName ) #define DECLARE_CLASS_NOBASE( className ) \ typedef className ThisClass; \ template friend int CheckDeclareClass_Access(T *, const char *pShouldBe); \ static int CheckDeclareClass( const char *pShouldBe ) \ { \ return InternalCheckDeclareClass( pShouldBe, #className, 0, 0 ); \ } #else #define DECLARE_CLASS( className, baseClassName ) \ typedef baseClassName BaseClass; \ typedef className ThisClass; #define DECLARE_CLASS_GAMEROOT( className, baseClassName ) DECLARE_CLASS( className, baseClassName ) #define DECLARE_CLASS_NOFRIEND( className, baseClassName ) DECLARE_CLASS( className, baseClassName ) #define DECLARE_CLASS_NOBASE( className ) typedef className ThisClass; #endif // All classes that contain CNetworkVars need a NetworkStateChanged() function. If the class is not an entity, // it needs to forward the call to the entity it's in. These macros can help. // These macros setup an entity pointer in your class. Use IMPLEMENT_NETWORKVAR_CHAIN before you do // anything inside the class itself. class CBaseEntity; class CAutoInitEntPtr { public: CAutoInitEntPtr() { m_pEnt = NULL; } CBaseEntity *m_pEnt; }; //TODO: Currently, these don't get the benefit of tracking changes to individual vars. // Would be nice if they did. #define DECLARE_NETWORKVAR_CHAIN() \ CAutoInitEntPtr __m_pChainEntity; \ void NetworkStateChanged() { CHECK_USENETWORKVARS __m_pChainEntity.m_pEnt->NetworkStateChanged(); } \ void NetworkStateChanged( void *pVar ) { CHECK_USENETWORKVARS __m_pChainEntity.m_pEnt->NetworkStateChanged(); } #define IMPLEMENT_NETWORKVAR_CHAIN( varName ) \ (varName)->__m_pChainEntity.m_pEnt = this; // Use this macro when you want to embed a structure inside your entity and have CNetworkVars in it. template< class T > static inline void DispatchNetworkStateChanged( T *pObj ) { CHECK_USENETWORKVARS pObj->NetworkStateChanged(); } template< class T > static inline void DispatchNetworkStateChanged( T *pObj, void *pVar ) { CHECK_USENETWORKVARS pObj->NetworkStateChanged( pVar ); } #define DECLARE_EMBEDDED_NETWORKVAR() \ template friend int ServerClassInit(T *); \ template friend int ClientClassInit(T *); \ virtual void NetworkStateChanged() {} virtual void NetworkStateChanged( void *pProp ) {} // NOTE: Assignment operator is disabled because it doesn't call copy constructors of scalar types within the aggregate, so they are not marked changed #define CNetworkVarEmbedded( type, name ) \ class NetworkVar_##name; \ friend class NetworkVar_##name; \ static inline int GetOffset_##name() { return MyOffsetOf(ThisClass,name); } \ typedef ThisClass ThisClass_##name; \ class NetworkVar_##name : public type \ { \ template< class T > NetworkVar_##name& operator=( const T &val ) { *((type*)this) = val; return *this; } \ public: \ void CopyFrom( const type &src ) { *((type *)this) = src; NetworkStateChanged(); } \ type & GetForModify( void ) { NetworkStateChanged(); return *((type *)this); } \ virtual void NetworkStateChanged() \ { \ DispatchNetworkStateChanged( (ThisClass_##name*)( ((char*)this) - GetOffset_##name() ) ); \ } \ virtual void NetworkStateChanged( void *pVar ) \ { \ DispatchNetworkStateChanged( (ThisClass_##name*)( ((char*)this) - GetOffset_##name() ), pVar ); \ } \ }; \ NetworkVar_##name name; template< class Type, class Changer > class CNetworkVarBase { public: CNetworkVarBase() { } FORCEINLINE explicit CNetworkVarBase( Type val ) : m_Value( val ) { NetworkStateChanged(); } FORCEINLINE const Type& SetDirect( const Type &val ) { NetworkStateChanged(); m_Value = val; return m_Value; } FORCEINLINE const Type& Set( const Type &val ) { if ( m_Value != val ) { NetworkStateChanged(); m_Value = val; } return m_Value; } template< class C > FORCEINLINE const Type& operator=( const C &val ) { return Set( ( const Type )val ); } template< class C > FORCEINLINE const Type& operator=( const CNetworkVarBase< C, Changer > &val ) { return Set( ( const Type )val.m_Value ); } FORCEINLINE Type& GetForModify() { NetworkStateChanged(); return m_Value; } template< class C > FORCEINLINE const Type& operator+=( const C &val ) { return Set( m_Value + ( const Type )val ); } template< class C > FORCEINLINE const Type& operator-=( const C &val ) { return Set( m_Value - ( const Type )val ); } template< class C > FORCEINLINE const Type& operator/=( const C &val ) { return Set( m_Value / ( const Type )val ); } template< class C > FORCEINLINE const Type& operator*=( const C &val ) { return Set( m_Value * ( const Type )val ); } template< class C > FORCEINLINE const Type& operator^=( const C &val ) { return Set( m_Value ^ ( const Type )val ); } template< class C > FORCEINLINE const Type& operator|=( const C &val ) { return Set( m_Value | ( const Type )val ); } FORCEINLINE const Type& operator++() { return (*this += 1); } FORCEINLINE Type operator--() { return (*this -= 1); } FORCEINLINE Type operator++( int ) // postfix version.. { Type val = m_Value; (*this += 1); return val; } FORCEINLINE Type operator--( int ) // postfix version.. { Type val = m_Value; (*this -= 1); return val; } // For some reason the compiler only generates type conversion warnings for this operator when used like // CNetworkVarBase = 0x1 // (it warns about converting from an int to an unsigned char). template< class C > FORCEINLINE const Type& operator&=( const C &val ) { return Set( m_Value & ( const Type )val ); } FORCEINLINE operator const Type&() const { return m_Value; } FORCEINLINE const Type& Get() const { return m_Value; } FORCEINLINE const Type* operator->() const { return &m_Value; } Type m_Value; protected: FORCEINLINE void NetworkStateChanged() { Changer::NetworkStateChanged( this ); } }; template< class Type, class Changer > class CNetworkColor32Base : public CNetworkVarBase< Type, Changer > { typedef CNetworkVarBase< Type, Changer > base; public: inline void Init( byte rVal, byte gVal, byte bVal ) { SetR( rVal ); SetG( gVal ); SetB( bVal ); } inline void Init( byte rVal, byte gVal, byte bVal, byte aVal ) { SetR( rVal ); SetG( gVal ); SetB( bVal ); SetA( aVal ); } const Type& operator=( const Type &val ) { return Set( val ); } const Type& operator=( const CNetworkColor32Base &val ) { return base::Set( val.m_Value ); } inline byte GetR() const { return this->m_Value.r; } inline byte GetG() const { return this->m_Value.g; } inline byte GetB() const { return this->m_Value.b; } inline byte GetA() const { return this->m_Value.a; } inline void SetR( byte val ) { SetVal( this->m_Value.r, val ); } inline void SetG( byte val ) { SetVal( this->m_Value.g, val ); } inline void SetB( byte val ) { SetVal( this->m_Value.b, val ); } inline void SetA( byte val ) { SetVal( this->m_Value.a, val ); } protected: inline void SetVal( byte &out, const byte &in ) { if ( out != in ) { this->NetworkStateChanged(); out = in; } } }; // Network vector wrapper. template< class Type, class Changer > class CNetworkVectorBase : public CNetworkVarBase< Type, Changer > { typedef CNetworkVarBase< Type, Changer > base; public: FORCEINLINE void Init( float ix=0, float iy=0, float iz=0 ) { base::Set( Type( ix, iy, iz ) ); } FORCEINLINE const Type& operator=( const Type &val ) { return base::Set( val ); } FORCEINLINE const Type& operator=( const CNetworkVectorBase &val ) { return base::Set( val.m_Value ); } FORCEINLINE float GetX() const { return this->m_Value.x; } FORCEINLINE float GetY() const { return this->m_Value.y; } FORCEINLINE float GetZ() const { return this->m_Value.z; } FORCEINLINE float operator[]( int i ) const { return this->m_Value[i]; } FORCEINLINE void SetX( float val ) { DetectChange( this->m_Value.x, val ); } FORCEINLINE void SetY( float val ) { DetectChange( this->m_Value.y, val ); } FORCEINLINE void SetZ( float val ) { DetectChange( this->m_Value.z, val ); } FORCEINLINE void Set( int i, float val ) { DetectChange( this->m_Value[i], val ); } FORCEINLINE bool operator==( const Type &val ) const { return this->m_Value == (Type)val; } FORCEINLINE bool operator!=( const Type &val ) const { return this->m_Value != (Type)val; } FORCEINLINE const Type operator+( const Type &val ) const { return this->m_Value + val; } FORCEINLINE const Type operator-( const Type &val ) const { return this->m_Value - val; } FORCEINLINE const Type operator*( const Type &val ) const { return this->m_Value * val; } FORCEINLINE const Type& operator*=( float val ) { return base::Set( this->m_Value * val ); } FORCEINLINE const Type operator*( float val ) const { return this->m_Value * val; } FORCEINLINE const Type operator/( const Type &val ) const { return this->m_Value / val; } private: FORCEINLINE void DetectChange( float &out, float in ) { if ( out != in ) { this->NetworkStateChanged(); out = in; } } }; // Network vector wrapper. template< class Type, class Changer > class CNetworkQuaternionBase : public CNetworkVarBase< Type, Changer > { typedef CNetworkVarBase< Type, Changer > base; public: inline void Init( float ix=0, float iy=0, float iz=0, float iw = 0 ) { base::Set( Quaternion( ix, iy, iz, iw ) ); } const Type& operator=( const Type &val ) { return Set( val ); } const Type& operator=( const CNetworkQuaternionBase &val ) { return Set( val.m_Value ); } inline float GetX() const { return this->m_Value.x; } inline float GetY() const { return this->m_Value.y; } inline float GetZ() const { return this->m_Value.z; } inline float GetW() const { return this->m_Value.w; } inline float operator[]( int i ) const { return this->m_Value[i]; } inline void SetX( float val ) { DetectChange( this->m_Value.x, val ); } inline void SetY( float val ) { DetectChange( this->m_Value.y, val ); } inline void SetZ( float val ) { DetectChange( this->m_Value.z, val ); } inline void SetW( float val ) { DetectChange( this->m_Value.w, val ); } inline void Set( int i, float val ) { DetectChange( this->m_Value[i], val ); } bool operator==( const Type &val ) const { return this->m_Value == (Type)val; } bool operator!=( const Type &val ) const { return this->m_Value != (Type)val; } const Type operator+( const Type &val ) const { return this->m_Value + val; } const Type operator-( const Type &val ) const { return this->m_Value - val; } const Type operator*( const Type &val ) const { return this->m_Value * val; } const Type& operator*=( float val ) { return Set( this->m_Value * val ); } const Type operator*( float val ) const { return this->m_Value * val; } const Type operator/( const Type &val ) const { return this->m_Value / val; } private: inline void DetectChange( float &out, float in ) { if ( out != in ) { this->NetworkStateChanged(); out = in; } } }; // Network ehandle wrapper. #if defined( CLIENT_DLL ) || defined( GAME_DLL ) template< class Type, class Changer > class CNetworkHandleBase : public CNetworkVarBase< CBaseHandle, Changer > { typedef CNetworkVarBase< CBaseHandle, Changer > base; public: const Type* operator=( const Type *val ) { return Set( val ); } const Type& operator=( const CNetworkHandleBase &val ) { const CBaseHandle &handle = CNetworkVarBase::Set( val.m_Value ); return *(const Type*)handle.Get(); } bool operator !() const { return !this->m_Value.Get(); } operator Type*() const { return static_cast< Type* >( this->m_Value.Get() ); } const Type* Set( const Type *val ) { if ( CNetworkHandleBase::m_Value != val ) { this->NetworkStateChanged(); CNetworkHandleBase::m_Value = val; } return val; } Type* Get() const { return static_cast< Type* >( CNetworkHandleBase::m_Value.Get() ); } Type* operator->() const { return static_cast< Type* >( CNetworkHandleBase::m_Value.Get() ); } bool operator==( const Type *val ) const { return CNetworkHandleBase::m_Value == val; } bool operator!=( const Type *val ) const { return CNetworkHandleBase::m_Value != val; } }; #define CNetworkHandle( type, name ) CNetworkHandleInternal( type, name, NetworkStateChanged ) #define CNetworkHandleInternal( type, name, stateChangedFn ) \ NETWORK_VAR_START( type, name ) \ NETWORK_VAR_END( type, name, CNetworkHandleBase, stateChangedFn ) #endif // Use this macro to define a network variable. #define CNetworkVar( type, name ) \ NETWORK_VAR_START( type, name ) \ NETWORK_VAR_END( type, name, CNetworkVarBase, NetworkStateChanged ) // Use this macro when you have a base class with a variable, and it doesn't have that variable in a SendTable, // but a derived class does. Then, the entity is only flagged as changed when the variable is changed in // an entity that wants to transmit the variable. #define CNetworkVarForDerived( type, name ) \ virtual void NetworkStateChanged_##name() {} \ virtual void NetworkStateChanged_##name( void *pVar ) {} \ NETWORK_VAR_START( type, name ) \ NETWORK_VAR_END( type, name, CNetworkVarBase, NetworkStateChanged_##name ) #define CNetworkVectorForDerived( name ) \ virtual void NetworkStateChanged_##name() {} \ virtual void NetworkStateChanged_##name( void *pVar ) {} \ CNetworkVectorInternal( Vector, name, NetworkStateChanged_##name ) #define CNetworkHandleForDerived( type, name ) \ virtual void NetworkStateChanged_##name() {} \ virtual void NetworkStateChanged_##name( void *pVar ) {} \ CNetworkHandleInternal( type, name, NetworkStateChanged_##name ) #define CNetworkArrayForDerived( type, name, count ) \ virtual void NetworkStateChanged_##name() {} \ virtual void NetworkStateChanged_##name( void *pVar ) {} \ CNetworkArrayInternal( type, name, count, NetworkStateChanged_##name ) #define IMPLEMENT_NETWORK_VAR_FOR_DERIVED( name ) \ virtual void NetworkStateChanged_##name() { CHECK_USENETWORKVARS NetworkStateChanged(); } \ virtual void NetworkStateChanged_##name( void *pVar ) { CHECK_USENETWORKVARS NetworkStateChanged( pVar ); } // This virtualizes the change detection on the variable, but it is ON by default. // Use this when you have a base class in which MOST of its derived classes use this variable // in their SendTables, but there are a couple that don't (and they // can use DISABLE_NETWORK_VAR_FOR_DERIVED). #define CNetworkVarForDerived_OnByDefault( type, name ) \ virtual void NetworkStateChanged_##name() { CHECK_USENETWORKVARS NetworkStateChanged(); } \ virtual void NetworkStateChanged_##name( void *pVar ) { CHECK_USENETWORKVARS NetworkStateChanged( pVar ); } \ NETWORK_VAR_START( type, name ) \ NETWORK_VAR_END( type, name, CNetworkVarBase, NetworkStateChanged_##name ) #define DISABLE_NETWORK_VAR_FOR_DERIVED( name ) \ virtual void NetworkStateChanged_##name() {} \ virtual void NetworkStateChanged_##name( void *pVar ) {} // Vectors + some convenient helper functions. #define CNetworkVector( name ) CNetworkVectorInternal( Vector, name, NetworkStateChanged ) #define CNetworkQAngle( name ) CNetworkVectorInternal( QAngle, name, NetworkStateChanged ) #define CNetworkVectorInternal( type, name, stateChangedFn ) \ NETWORK_VAR_START( type, name ) \ NETWORK_VAR_END( type, name, CNetworkVectorBase, stateChangedFn ) #define CNetworkQuaternion( name ) \ NETWORK_VAR_START( Quaternion, name ) \ NETWORK_VAR_END( Quaternion, name, CNetworkQuaternionBase, NetworkStateChanged ) // Helper for color32's. Contains GetR(), SetR(), etc.. functions. #define CNetworkColor32( name ) \ NETWORK_VAR_START( color32, name ) \ NETWORK_VAR_END( color32, name, CNetworkColor32Base, NetworkStateChanged ) #define CNetworkString( name, length ) \ class NetworkVar_##name; \ friend class NetworkVar_##name; \ typedef ThisClass MakeANetworkVar_##name; \ class NetworkVar_##name \ { \ public: \ operator const char*() const { return m_Value; } \ const char* Get() const { return m_Value; } \ char* GetForModify() \ { \ NetworkStateChanged(); \ return m_Value; \ } \ protected: \ inline void NetworkStateChanged() \ { \ CHECK_USENETWORKVARS ((ThisClass*)(((char*)this) - MyOffsetOf(ThisClass,name)))->NetworkStateChanged(); \ } \ private: \ char m_Value[length]; \ }; \ NetworkVar_##name name; // Use this to define networked arrays. // You can access elements for reading with operator[], and you can set elements with the Set() function. #define CNetworkArrayInternal( type, name, count, stateChangedFn ) \ class NetworkVar_##name; \ friend class NetworkVar_##name; \ typedef ThisClass MakeANetworkVar_##name; \ class NetworkVar_##name \ { \ public: \ template friend int ServerClassInit(T *); \ const type& operator[]( int i ) const \ { \ return Get( i ); \ } \ \ const type& Get( int i ) const \ { \ Assert( i >= 0 && i < count ); \ return m_Value[i]; \ } \ \ type& GetForModify( int i ) \ { \ Assert( i >= 0 && i < count ); \ NetworkStateChanged( i ); \ return m_Value[i]; \ } \ \ void Set( int i, const type &val ) \ { \ Assert( i >= 0 && i < count ); \ if( memcmp( &m_Value[i], &val, sizeof(type) ) ) \ { \ NetworkStateChanged( i ); \ m_Value[i] = val; \ } \ } \ const type* Base() const { return m_Value; } \ int Count() const { return count; } \ type m_Value[count]; \ protected: \ inline void NetworkStateChanged( int index ) \ { \ CHECK_USENETWORKVARS ((ThisClass*)(((char*)this) - MyOffsetOf(ThisClass,name)))->stateChangedFn( &m_Value[index] ); \ } \ }; \ NetworkVar_##name name; #define CNetworkArray( type, name, count ) CNetworkArrayInternal( type, name, count, NetworkStateChanged ) // Internal macros used in definitions of network vars. #define NETWORK_VAR_START( type, name ) \ class NetworkVar_##name; \ friend class NetworkVar_##name; \ typedef ThisClass MakeANetworkVar_##name; \ class NetworkVar_##name \ { \ public: \ template friend int ServerClassInit(T *); #define NETWORK_VAR_END( type, name, base, stateChangedFn ) \ public: \ static inline void NetworkStateChanged( void *ptr ) \ { \ CHECK_USENETWORKVARS ((ThisClass*)(((char*)ptr) - MyOffsetOf(ThisClass,name)))->stateChangedFn( ptr ); \ } \ }; \ base< type, NetworkVar_##name > name; #endif // NETWORKVAR_H