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204 lines
5.8 KiB
204 lines
5.8 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef PREDICTABLE_ENTITY_H
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#define PREDICTABLE_ENTITY_H
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#ifdef _WIN32
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#pragma once
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#endif
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// For introspection
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#include "tier0/platform.h"
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#include "predictioncopy.h"
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#include "shared_classnames.h"
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#ifndef NO_ENTITY_PREDICTION
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#define UsePrediction() 1
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#else
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#define UsePrediction() 0
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#endif
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// CLIENT DLL includes
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#if defined( CLIENT_DLL )
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#include "iclassmap.h"
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#include "recvproxy.h"
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class SendTable;
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// Game DLL includes
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#else
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#include "sendproxy.h"
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#endif // !CLIENT_DLL
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#if defined( CLIENT_DLL )
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#define DECLARE_NETWORKCLASS() \
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DECLARE_CLIENTCLASS()
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#define DECLARE_NETWORKCLASS_NOBASE() \
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DECLARE_CLIENTCLASS_NOBASE()
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#else
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#define DECLARE_NETWORKCLASS() \
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DECLARE_SERVERCLASS()
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#define DECLARE_NETWORKCLASS_NOBASE() \
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DECLARE_SERVERCLASS_NOBASE()
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#endif
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#if defined( CLIENT_DLL )
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#ifndef NO_ENTITY_PREDICTION
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#define DECLARE_PREDICTABLE() \
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public: \
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static typedescription_t m_PredDesc[]; \
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static datamap_t m_PredMap; \
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virtual datamap_t *GetPredDescMap( void ); \
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template <typename T> friend datamap_t *PredMapInit(T *)
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#else
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#define DECLARE_PREDICTABLE() template <typename T> friend datamap_t *PredMapInit(T *)
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#endif
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#ifndef NO_ENTITY_PREDICTION
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#define BEGIN_PREDICTION_DATA( className ) \
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datamap_t className::m_PredMap = { 0, 0, #className, &BaseClass::m_PredMap }; \
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datamap_t *className::GetPredDescMap( void ) { return &m_PredMap; } \
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BEGIN_PREDICTION_DATA_GUTS( className )
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#define BEGIN_PREDICTION_DATA_NO_BASE( className ) \
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datamap_t className::m_PredMap = { 0, 0, #className, NULL }; \
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datamap_t *className::GetPredDescMap( void ) { return &m_PredMap; } \
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BEGIN_PREDICTION_DATA_GUTS( className )
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#define BEGIN_PREDICTION_DATA_GUTS( className ) \
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template <typename T> datamap_t *PredMapInit(T *); \
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template <> datamap_t *PredMapInit<className>( className * ); \
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namespace className##_PredDataDescInit \
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{ \
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datamap_t *g_PredMapHolder = PredMapInit( (className *)NULL ); /* This can/will be used for some clean up duties later */ \
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} \
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\
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template <> datamap_t *PredMapInit<className>( className * ) \
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{ \
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typedef className classNameTypedef; \
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static typedescription_t predDesc[] = \
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{ \
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{ FIELD_VOID,0, {0,0},0,0,0,0,0,0}, /* so you can define "empty" tables */
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#define END_PREDICTION_DATA() \
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}; \
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\
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if ( sizeof( predDesc ) > sizeof( predDesc[0] ) ) \
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{ \
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classNameTypedef::m_PredMap.dataNumFields = ARRAYSIZE( predDesc ) - 1; \
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classNameTypedef::m_PredMap.dataDesc = &predDesc[1]; \
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} \
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else \
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{ \
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classNameTypedef::m_PredMap.dataNumFields = 1; \
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classNameTypedef::m_PredMap.dataDesc = predDesc; \
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} \
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return &classNameTypedef::m_PredMap; \
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}
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#else
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#define BEGIN_PREDICTION_DATA( className ) \
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template <> inline datamap_t *PredMapInit<className>( className * ) \
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{ \
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if ( 0 ) \
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{ \
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typedef className classNameTypedef; \
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typedescription_t predDesc[] = \
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{ \
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{ FIELD_VOID,0, {0,0},0,0,0,0,0,0},
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#define BEGIN_PREDICTION_DATA_NO_BASE( className ) BEGIN_PREDICTION_DATA( className )
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#define END_PREDICTION_DATA() \
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}; \
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predDesc[0].flags = 0; /* avoid compiler warning of unused data */ \
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} \
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}
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#endif
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#else
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// nothing, only client has a prediction system
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#define DECLARE_PREDICTABLE()
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#define BEGIN_PREDICTION_DATA( className )
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#define END_PREDICTION_DATA()
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#endif
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#if defined( CLIENT_DLL )
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// On the client .dll this creates a mapping between a classname and
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// a client side class. Probably could be templatized at some point.
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#define LINK_ENTITY_TO_CLASS( localName, className ) \
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static C_BaseEntity *C##className##Factory( void ) \
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{ \
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return static_cast< C_BaseEntity * >( new className ); \
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}; \
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class C##localName##Foo \
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{ \
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public: \
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C##localName##Foo( void ) \
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{ \
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GetClassMap().Add( #localName, #className, sizeof( className ), \
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&C##className##Factory ); \
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} \
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}; \
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static C##localName##Foo g_C##localName##Foo;
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#define BEGIN_NETWORK_TABLE( className, tableName ) BEGIN_RECV_TABLE( className, tableName )
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#define BEGIN_NETWORK_TABLE_NOBASE( className, tableName ) BEGIN_RECV_TABLE_NOBASE( className, tableName )
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#define END_NETWORK_TABLE END_RECV_TABLE
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#define IMPLEMENT_NETWORKCLASS_ALIASED(className, dataTable) \
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IMPLEMENT_CLIENTCLASS( C_##className, dataTable, C##className )
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#define IMPLEMENT_NETWORKCLASS(className, dataTable) \
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IMPLEMENT_CLIENTCLASS(className, dataTable, className)
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#define IMPLEMENT_NETWORKCLASS_DT(className, dataTable) \
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IMPLEMENT_CLIENTCLASS_DT(className, dataTable, className)
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#else
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#define BEGIN_NETWORK_TABLE( className, tableName ) BEGIN_SEND_TABLE( className, tableName )
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#define BEGIN_NETWORK_TABLE_NOBASE( className, tableName ) BEGIN_SEND_TABLE_NOBASE( className, tableName )
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#define END_NETWORK_TABLE END_SEND_TABLE
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#define IMPLEMENT_NETWORKCLASS_ALIASED(className, dataTable) \
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IMPLEMENT_SERVERCLASS( C##className, dataTable )
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#define IMPLEMENT_NETWORKCLASS(className, dataTable) \
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IMPLEMENT_SERVERCLASS(className, dataTable)
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#define IMPLEMENT_NETWORKCLASS_DT(className, dataTable) \
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IMPLEMENT_SERVERCLASS_ST(className, dataTable)
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#endif
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// Interface used by client and server to track predictable entities
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abstract_class IPredictableList
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{
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public:
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// Get predictables by index
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virtual CBaseEntity *GetPredictable( int slot ) = 0;
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// Get count of predictables
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virtual int GetPredictableCount( void ) = 0;
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};
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// Expose interface to rest of .dll
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extern IPredictableList *predictables;
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#endif // PREDICTABLE_ENTITY_H
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