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421 lines
11 KiB
421 lines
11 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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//=============================================================================//
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#include "LocalNetworkBackdoor.h"
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#include "server_class.h"
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#include "client_class.h"
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#include "server.h"
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#include "eiface.h"
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#include "cdll_engine_int.h"
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#include "dt_localtransfer.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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CLocalNetworkBackdoor *g_pLocalNetworkBackdoor = NULL;
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#ifndef SWDS
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// This is called
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void CLocalNetworkBackdoor::InitFastCopy()
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{
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if ( !cl.m_NetChannel->IsLoopback() )
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return;
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const CStandardSendProxies *pSendProxies = NULL;
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// If the game server is greater than v4, then it is using the new proxy format.
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if ( g_iServerGameDLLVersion >= 5 ) // check server version
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{
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pSendProxies = serverGameDLL->GetStandardSendProxies();
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}
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else
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{
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// If the game server is older than v4, it is using the old proxy; we set the new proxy members to the
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// engine's copy.
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static CStandardSendProxies compatSendProxy = *serverGameDLL->GetStandardSendProxies();
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compatSendProxy.m_DataTableToDataTable = g_StandardSendProxies.m_DataTableToDataTable;
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compatSendProxy.m_SendLocalDataTable = g_StandardSendProxies.m_SendLocalDataTable;
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compatSendProxy.m_ppNonModifiedPointerProxies = g_StandardSendProxies.m_ppNonModifiedPointerProxies;
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pSendProxies = &compatSendProxy;
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}
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const CStandardRecvProxies *pRecvProxies = g_ClientDLL->GetStandardRecvProxies();
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int nFastCopyProps = 0;
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int nSlowCopyProps = 0;
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for ( int iClass=0; iClass < cl.m_nServerClasses; iClass++ )
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{
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ClientClass *pClientClass = cl.GetClientClass(iClass);
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if ( !pClientClass )
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Error( "InitFastCopy - missing client class %d (Should be equivelent of server class: %s)", iClass, cl.m_pServerClasses[iClass].m_ClassName );
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ServerClass *pServerClass = SV_FindServerClass( pClientClass->GetName() );
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if ( !pServerClass )
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Error( "InitFastCopy - missing server class %s", pClientClass->GetName() );
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LocalTransfer_InitFastCopy(
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pServerClass->m_pTable,
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pSendProxies,
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pClientClass->m_pRecvTable,
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pRecvProxies,
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nSlowCopyProps,
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nFastCopyProps
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);
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}
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int percentFast = (nFastCopyProps * 100 ) / (nSlowCopyProps + nFastCopyProps + 1);
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if ( percentFast <= 55 )
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{
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// This may not be a real problem, but at the time this code was added, 67% of the
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// properties were able to be copied without proxies. If percentFast goes to 0 or some
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// really low number suddenly, then something probably got screwed up.
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Assert( false );
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Warning( "InitFastCopy: only %d%% fast props. Bug?\n", percentFast );
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}
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}
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#endif
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void CLocalNetworkBackdoor::StartEntityStateUpdate()
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{
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m_EntsAlive.ClearAll();
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m_nEntsCreated = 0;
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m_nEntsChanged = 0;
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// signal client that we start updating entities
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ClientDLL_FrameStageNotify( FRAME_NET_UPDATE_START );
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}
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void CLocalNetworkBackdoor::EndEntityStateUpdate()
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{
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ClientDLL_FrameStageNotify( FRAME_NET_UPDATE_POSTDATAUPDATE_START );
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// Handle entities created.
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int i;
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for ( i=0; i < m_nEntsCreated; i++ )
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{
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MDLCACHE_CRITICAL_SECTION_( g_pMDLCache );
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int iEdict = m_EntsCreatedIndices[i];
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CCachedEntState *pCached = &m_CachedEntState[iEdict];
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IClientNetworkable *pNet = pCached->m_pNetworkable;
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pNet->PostDataUpdate( DATA_UPDATE_CREATED );
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pNet->NotifyShouldTransmit( SHOULDTRANSMIT_START );
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pCached->m_bDormant = false;
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}
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// Handle entities changed.
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for ( i=0; i < m_nEntsChanged; i++ )
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{
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MDLCACHE_CRITICAL_SECTION_( g_pMDLCache );
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int iEdict = m_EntsChangedIndices[i];
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m_CachedEntState[iEdict].m_pNetworkable->PostDataUpdate( DATA_UPDATE_DATATABLE_CHANGED );
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}
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ClientDLL_FrameStageNotify( FRAME_NET_UPDATE_POSTDATAUPDATE_END );
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// Handle entities removed (= SV_WriteDeletions() in normal mode)
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int nDWords = m_PrevEntsAlive.GetNumDWords();
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// Handle entities removed.
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for ( i=0; i < nDWords; i++ )
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{
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unsigned long prevEntsAlive = m_PrevEntsAlive.GetDWord( i );
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unsigned long entsAlive = m_EntsAlive.GetDWord( i );
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unsigned long toDelete = (prevEntsAlive ^ entsAlive) & prevEntsAlive;
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if ( toDelete )
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{
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for ( int iBit=0; iBit < 32; iBit++ )
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{
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if ( toDelete & (1 << iBit) )
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{
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int iEdict = (i<<5) + iBit;
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if ( iEdict >= 0 && iEdict < MAX_EDICTS )
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{
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if ( m_CachedEntState[iEdict].m_pNetworkable )
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{
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m_CachedEntState[iEdict].m_pNetworkable->Release();
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m_CachedEntState[iEdict].m_pNetworkable = NULL;
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}
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else
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{
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AssertOnce( !"EndEntityStateUpdate: Would have crashed with NULL m_pNetworkable\n" );
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}
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}
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else
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{
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AssertOnce( !"EndEntityStateUpdate: Would have crashed with entity out of range\n" );
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}
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}
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}
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}
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}
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// Remember the previous state of which entities were around.
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m_PrevEntsAlive = m_EntsAlive;
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// end of all entity update activity
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ClientDLL_FrameStageNotify( FRAME_NET_UPDATE_END );
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/*
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#ifdef _DEBUG
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for ( i=0; i <= highest_index; i++ )
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{
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if ( !( m_EntsAlive[i>>5] & (1 << (i & 31)) ) )
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Assert( !m_CachedEntState[i].m_pNetworkable );
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if ( ( m_EntsAlive[i>>5] & (1 << (i & 31)) ) &&
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( m_EntsCreated[i>>5] & (1 << (i & 31)) ) )
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{
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Assert( FindInList( m_EntsCreatedIndices, m_nEntsCreated, i ) );
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}
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if ( (m_EntsAlive[i>>5] & (1 << (i & 31))) &&
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!(m_EntsCreated[i>>5] & (1 << (i & 31))) &&
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(m_EntsChanged[i>>5] & (1 << (i & 31)))
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)
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{
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Assert( FindInList( m_EntsChangedIndices, m_nEntsChanged, i ) );
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}
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}
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#endif
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*/
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}
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void CLocalNetworkBackdoor::EntityDormant( int iEnt, int iSerialNum )
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{
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CCachedEntState *pCached = &m_CachedEntState[iEnt];
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IClientNetworkable *pNet = pCached->m_pNetworkable;
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Assert( pNet == entitylist->GetClientNetworkable( iEnt ) );
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if ( pNet )
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{
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Assert( pCached->m_iSerialNumber == pNet->GetIClientUnknown()->GetRefEHandle().GetSerialNumber() );
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if ( pCached->m_iSerialNumber == iSerialNum )
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{
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m_EntsAlive.Set( iEnt );
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// Tell the game code that this guy is now dormant.
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Assert( pCached->m_bDormant == pNet->IsDormant() );
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if ( !pCached->m_bDormant )
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{
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pNet->NotifyShouldTransmit( SHOULDTRANSMIT_END );
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pCached->m_bDormant = true;
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}
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}
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else
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{
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pNet->Release();
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pCached->m_pNetworkable = NULL;
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m_PrevEntsAlive.Clear( iEnt );
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}
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}
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}
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void CLocalNetworkBackdoor::AddToPendingDormantEntityList( unsigned short iEdict )
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{
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edict_t *e = &sv.edicts[iEdict];
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if ( !( e->m_fStateFlags & FL_EDICT_PENDING_DORMANT_CHECK ) )
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{
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e->m_fStateFlags |= FL_EDICT_PENDING_DORMANT_CHECK;
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m_PendingDormantEntities.AddToTail( iEdict );
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}
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}
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void CLocalNetworkBackdoor::ProcessDormantEntities()
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{
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FOR_EACH_LL( m_PendingDormantEntities, i )
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{
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int iEdict = m_PendingDormantEntities[i];
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edict_t *e = &sv.edicts[iEdict];
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// Make sure the entity still exists and stil has the dontsend flag set.
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if ( e->IsFree() || !(e->m_fStateFlags & FL_EDICT_DONTSEND) )
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{
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e->m_fStateFlags &= ~FL_EDICT_PENDING_DORMANT_CHECK;
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continue;
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}
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EntityDormant( iEdict, e->m_NetworkSerialNumber );
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e->m_fStateFlags &= ~FL_EDICT_PENDING_DORMANT_CHECK;
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}
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m_PendingDormantEntities.Purge();
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}
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void CLocalNetworkBackdoor::EntState(
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int iEnt,
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int iSerialNum,
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int iClass,
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const SendTable *pSendTable,
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const void *pSourceEnt,
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bool bChanged,
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bool bShouldTransmit )
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{
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CCachedEntState *pCached = &m_CachedEntState[iEnt];
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// Remember that this ent is alive.
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m_EntsAlive.Set(iEnt);
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ClientClass *pClientClass = cl.GetClientClass(iClass);
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if ( !pClientClass )
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Error( "CLocalNetworkBackdoor::EntState - missing client class %d", iClass );
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IClientNetworkable *pNet = pCached->m_pNetworkable;
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Assert( pNet == entitylist->GetClientNetworkable( iEnt ) );
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if ( !bShouldTransmit )
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{
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if ( pNet )
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{
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Assert( pCached->m_iSerialNumber == pNet->GetIClientUnknown()->GetRefEHandle().GetSerialNumber() );
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if ( pCached->m_iSerialNumber == iSerialNum )
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{
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// Tell the game code that this guy is now dormant.
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Assert( pCached->m_bDormant == pNet->IsDormant() );
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if ( !pCached->m_bDormant )
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{
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pNet->NotifyShouldTransmit( SHOULDTRANSMIT_END );
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pCached->m_bDormant = true;
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}
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}
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else
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{
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pNet->Release();
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pNet = NULL;
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pCached->m_pNetworkable = NULL;
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// Since we set this above, need to clear it now to avoid assertion in EndEntityStateUpdate()
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m_EntsAlive.Clear(iEnt);
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m_PrevEntsAlive.Clear( iEnt );
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}
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}
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else
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{
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m_EntsAlive.Clear( iEnt );
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}
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return;
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}
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// Do we have an entity here already?
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bool bExistedAndWasDormant = false;
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if ( pNet )
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{
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// If the serial numbers are different, make it recreate the ent.
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Assert( pCached->m_iSerialNumber == pNet->GetIClientUnknown()->GetRefEHandle().GetSerialNumber() );
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if ( iSerialNum == pCached->m_iSerialNumber )
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{
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bExistedAndWasDormant = pCached->m_bDormant;
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}
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else
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{
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pNet->Release();
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pNet = NULL;
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m_PrevEntsAlive.Clear(iEnt);
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}
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}
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// Create the entity?
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bool bCreated = false;
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DataUpdateType_t updateType;
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if ( pNet )
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{
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updateType = DATA_UPDATE_DATATABLE_CHANGED;
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}
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else
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{
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updateType = DATA_UPDATE_CREATED;
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pNet = pClientClass->m_pCreateFn( iEnt, iSerialNum );
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bCreated = true;
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m_EntsCreatedIndices[m_nEntsCreated++] = iEnt;
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pCached->m_iSerialNumber = iSerialNum;
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pCached->m_pDataPointer = pNet->GetDataTableBasePtr();
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pCached->m_pNetworkable = pNet;
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// Tracker 73192: ywb 8/1/07: We used to get an assertion that the pCached->m_bDormant was not equal to pNet->IsDormant() in ProcessDormantEntities.
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// This appears to be the case if when we get here, the entity is set for Transmit still, but is a dormant entity on the server.
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// Seems safe to go ahead an fill in the cache with the correct data. Probably was just an oversight.
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pCached->m_bDormant = pNet->IsDormant();
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}
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if ( bChanged || bCreated || bExistedAndWasDormant )
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{
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pNet->PreDataUpdate( updateType );
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Assert( pCached->m_pDataPointer == pNet->GetDataTableBasePtr() );
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LocalTransfer_TransferEntity(
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&sv.edicts[iEnt],
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pSendTable,
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pSourceEnt,
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pClientClass->m_pRecvTable,
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pCached->m_pDataPointer,
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bCreated,
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bExistedAndWasDormant,
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iEnt );
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if ( bExistedAndWasDormant )
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{
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// Set this so we use DATA_UPDATE_CREATED logic
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m_EntsCreatedIndices[m_nEntsCreated++] = iEnt;
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}
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else
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{
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if ( !bCreated )
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{
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m_EntsChangedIndices[m_nEntsChanged++] = iEnt;
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}
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}
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}
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}
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void CLocalNetworkBackdoor::ClearState()
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{
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// Clear the cache for all the entities.
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for ( int i=0; i < MAX_EDICTS; i++ )
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{
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CCachedEntState &ces = m_CachedEntState[i];
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ces.m_pNetworkable = NULL;
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ces.m_iSerialNumber = -1;
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ces.m_bDormant = false;
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ces.m_pDataPointer = NULL;
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}
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m_PrevEntsAlive.ClearAll();
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}
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void CLocalNetworkBackdoor::StartBackdoorMode()
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{
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ClearState();
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for ( int i=0; i < MAX_EDICTS; i++ )
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{
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IClientNetworkable *pNet = entitylist->GetClientNetworkable( i );
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CCachedEntState &ces = m_CachedEntState[i];
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if ( pNet )
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{
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ces.m_pNetworkable = pNet;
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ces.m_iSerialNumber = pNet->GetIClientUnknown()->GetRefEHandle().GetSerialNumber();
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ces.m_bDormant = pNet->IsDormant();
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ces.m_pDataPointer = pNet->GetDataTableBasePtr();
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m_PrevEntsAlive.Set( i );
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}
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}
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}
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void CLocalNetworkBackdoor::StopBackdoorMode()
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{
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ClearState();
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}
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