Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//----------------------------------------------------------------------------------------
#ifndef PLAYERSPAWNCACHE_H
#define PLAYERSPAWNCACHE_H
#ifdef _WIN32
#pragma once
#endif
//--------------------------------------------------------------------------------
#include "GameEventListener.h"
//--------------------------------------------------------------------------------
//
// I<EFBFBD>m not sure if player spawn cache is the most descriptive name, but essentially
// there is a singleton instance of CPlayerSpawnCache for the local player which has
// a set of counters/pointers/etc. that get cleared every time a map loads. This
// can be useful for situations where a player<EFBFBD>s net connection chokes and they get
// a full update, which recreates their C_TF_Player entirely or otherwise invalidates
// a bunch of data in the local player. I believe it<EFBFBD>s already known that there is
// a class of bugs stemming from this behavior.
//
// Right now the cache is used as a way to display a message to the player if they
// connect to a server that<EFBFBD>s recording replays. As soon as they choose their player
// class, a counter is checked, and if it<EFBFBD>s zero the message is displayed. The counter
// is then incremented. This is a sort of odd use for it actually. A better example
// would be what I<EFBFBD>m going to do next, which is that if the player<EFBFBD>s net connection
// chokes (or if you host_timescale at too great a speed and cause a full update on the
// client), the replay system will think that you<EFBFBD>ve already saved a replay for that life.
// So this example will be a perfect time to use the player spawn cache because you can
// maintain some level of persistence in the face of your entire local player getting
// nuked.
//
// Just add any data members you'd like to access to the CPlayerSpawnCache::Data_t
// struct and it will be cleared automatically (via a memset) whenever a new map is
// loaded.
//
// It's possible that PreReset()/PostReset() or the like will be necessary for this
// class to reach its full potential.
//
class CPlayerSpawnCache : public CGameEventListener
{
public:
static CPlayerSpawnCache &Instance();
// Counters
struct Data_t
{
int m_nDisplayedConnectedRecording;
int m_nDisplaySaveReplay; // Don't display the "Press [f6] to save this life" the first time the spectator GUI is shown
} m_Data;
private:
CPlayerSpawnCache();
virtual void FireGameEvent( IGameEvent *pEvent );
void Reset();
};
//--------------------------------------------------------------------------------
#endif // PLAYERSPAWNCACHE_H