|
|
|
|
//========= 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
|