Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: implements various common send proxies
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "recvproxy.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#include "cdll_client_int.h"
#include "proto_version.h"
void RecvProxy_IntToColor32( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
color32 *pOutColor = (color32*)pOut;
unsigned int inColor = *((unsigned int*)&pData->m_Value.m_Int);
pOutColor->r = (unsigned char)(inColor >> 24);
pOutColor->g = (unsigned char)((inColor >> 16) & 0xFF);
pOutColor->b = (unsigned char)((inColor >> 8) & 0xFF);
pOutColor->a = (unsigned char)(inColor & 0xFF);
}
void RecvProxy_IntSubOne( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
int *pInt = (int *)pOut;
*pInt = pData->m_Value.m_Int - 1;
}
void RecvProxy_ShortSubOne( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
short *pInt = (short *)pOut;
*pInt = pData->m_Value.m_Int - 1;
}
RecvProp RecvPropIntWithMinusOneFlag( const char *pVarName, int offset, int sizeofVar, RecvVarProxyFn proxyFn )
{
return RecvPropInt( pVarName, offset, sizeofVar, 0, proxyFn );
}
void RecvProxy_IntToModelIndex16_BackCompatible( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
int modelIndex = pData->m_Value.m_Int;
if ( modelIndex < -1 && engine->GetProtocolVersion() <= PROTOCOL_VERSION_20 )
{
Assert( modelIndex > -20000 );
modelIndex = -2 - ( ( -2 - modelIndex ) << 1 );
}
*(int16*)pOut = modelIndex;
}
void RecvProxy_IntToModelIndex32_BackCompatible( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
int modelIndex = pData->m_Value.m_Int;
if ( modelIndex < -1 && engine->GetProtocolVersion() <= PROTOCOL_VERSION_20 )
{
Assert( modelIndex > -20000 );
modelIndex = -2 - ( ( -2 - modelIndex ) << 1 );
}
*(int32*)pOut = modelIndex;
}
//-----------------------------------------------------------------------------
// Purpose: Okay, so we have to queue up the actual ehandle to entity lookup for the following reason:
// If a player has an EHandle/CHandle to an object such as a weapon, since the player is in slot 1-31, then
// if the weapon is created and given to the player in the same frame, then the weapon won't have been
// created at the time we parse this EHandle index, since the player is ahead of every other entity in the
// packet (except for the world).
// So instead, we remember which ehandles need to be set and we set them after all network data has
// been received. Sigh.
// Input : *pData -
// *pStruct -
// *pOut -
//-----------------------------------------------------------------------------
void RecvProxy_IntToEHandle( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
CBaseHandle *pEHandle = (CBaseHandle*)pOut;
if ( pData->m_Value.m_Int == INVALID_NETWORKED_EHANDLE_VALUE )
{
*pEHandle = INVALID_EHANDLE_INDEX;
}
else
{
int iEntity = pData->m_Value.m_Int & ((1 << MAX_EDICT_BITS) - 1);
int iSerialNum = pData->m_Value.m_Int >> MAX_EDICT_BITS;
pEHandle->Init( iEntity, iSerialNum );
}
}
RecvProp RecvPropEHandle(
const char *pVarName,
int offset,
int sizeofVar,
RecvVarProxyFn proxyFn )
{
return RecvPropInt( pVarName, offset, sizeofVar, 0, proxyFn );
}
RecvProp RecvPropBool(
const char *pVarName,
int offset,
int sizeofVar )
{
Assert( sizeofVar == sizeof( bool ) );
return RecvPropInt( pVarName, offset, sizeofVar );
}
RecvProp RecvPropBool(
const char *pVarName,
int offset,
int sizeofVar,
int flags,
RecvVarProxyFn varProxy
)
{
Assert( sizeofVar == sizeof( bool ) );
return RecvPropInt( pVarName, offset, sizeofVar, flags, varProxy );
}
//-----------------------------------------------------------------------------
// Moveparent receive proxies
//-----------------------------------------------------------------------------
void RecvProxy_IntToMoveParent( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
CHandle<C_BaseEntity> *pHandle = (CHandle<C_BaseEntity>*)pOut;
RecvProxy_IntToEHandle( pData, pStruct, (CBaseHandle*)pHandle );
}
void RecvProxy_InterpolationAmountChanged( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
// m_bSimulatedEveryTick & m_bAnimatedEveryTick are boolean
if ( *((bool*)pOut) != (pData->m_Value.m_Int != 0) )
{
// Have the regular proxy store the data.
RecvProxy_Int32ToInt8( pData, pStruct, pOut );
C_BaseEntity *pEntity = (C_BaseEntity *) pStruct;
pEntity->Interp_UpdateInterpolationAmounts( pEntity->GetVarMapping() );
}
}
//-----------------------------------------------------------------------------
// Purpose: Decodes a time value
// Input : *pStruct - ( C_BaseEntity * ) used to flag animtime is changine
// *pVarData -
// *pIn -
// objectID -
//-----------------------------------------------------------------------------
static void RecvProxy_Time( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
float t;
float clock_base;
float offset;
// Get msec offset
offset = ( float )pData->m_Value.m_Int / 1000.0f;
// Get base
clock_base = floor( engine->GetLastTimeStamp() );
// Add together and clamp to msec precision
t = ClampToMsec( clock_base + offset );
// Store decoded value
*( float * )pOut = t;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pVarName -
// sizeofVar -
// Output : RecvProp
//-----------------------------------------------------------------------------
RecvProp RecvPropTime(
const char *pVarName,
int offset,
int sizeofVar/*=SIZEOF_IGNORE*/ )
{
// return RecvPropInt( pVarName, offset, sizeofVar, 0, RecvProxy_Time );
return RecvPropFloat( pVarName, offset, sizeofVar );
};
//-----------------------------------------------------------------------------
// Purpose: Okay, so we have to queue up the actual ehandle to entity lookup for the following reason:
// If a player has an EHandle/CHandle to an object such as a weapon, since the player is in slot 1-31, then
// if the weapon is created and given to the player in the same frame, then the weapon won't have been
// created at the time we parse this EHandle index, since the player is ahead of every other entity in the
// packet (except for the world).
// So instead, we remember which ehandles need to be set and we set them after all network data has
// been received. Sigh.
// Input : *pData -
// *pStruct -
// *pOut -
//-----------------------------------------------------------------------------
#if !defined( NO_ENTITY_PREDICTION )
static void RecvProxy_IntToPredictableId( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
CPredictableId *pId = (CPredictableId*)pOut;
Assert( pId );
pId->SetRaw( pData->m_Value.m_Int );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pVarName -
// sizeofVar -
// Output : RecvProp
//-----------------------------------------------------------------------------
RecvProp RecvPropPredictableId(
const char *pVarName,
int offset,
int sizeofVar/*=SIZEOF_IGNORE*/ )
{
return RecvPropInt( pVarName, offset, sizeofVar, 0, RecvProxy_IntToPredictableId );
}
#endif