//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: A global class that holds a prioritized queue of entity I/O events. // Events can be posted with a nonzero delay, which determines how long // they are held before being dispatched to their recipients. // // The queue is serviced once per server frame. // //=============================================================================// #ifndef EVENTQUEUE_H #define EVENTQUEUE_H #ifdef _WIN32 #pragma once #endif #include "mempool.h" struct EventQueuePrioritizedEvent_t { float m_flFireTime; string_t m_iTarget; string_t m_iTargetInput; EHANDLE m_pActivator; EHANDLE m_pCaller; int m_iOutputID; EHANDLE m_pEntTarget; // a pointer to the entity to target; overrides m_iTarget variant_t m_VariantValue; // variable-type parameter EventQueuePrioritizedEvent_t *m_pNext; EventQueuePrioritizedEvent_t *m_pPrev; DECLARE_SIMPLE_DATADESC(); DECLARE_FIXEDSIZE_ALLOCATOR( PrioritizedEvent_t ); }; class CEventQueue { public: // pushes an event into the queue, targeting a string name (m_iName), or directly by a pointer void AddEvent( const char *target, const char *action, variant_t Value, float fireDelay, CBaseEntity *pActivator, CBaseEntity *pCaller, int outputID = 0 ); void AddEvent( CBaseEntity *target, const char *action, float fireDelay, CBaseEntity *pActivator, CBaseEntity *pCaller, int outputID = 0 ); void AddEvent( CBaseEntity *target, const char *action, variant_t Value, float fireDelay, CBaseEntity *pActivator, CBaseEntity *pCaller, int outputID = 0 ); void CancelEvents( CBaseEntity *pCaller ); void CancelEventOn( CBaseEntity *pTarget, const char *sInputName ); bool HasEventPending( CBaseEntity *pTarget, const char *sInputName ); // services the queue, firing off any events who's time hath come void ServiceEvents( void ); // debugging void ValidateQueue( void ); // serialization int Save( ISave &save ); int Restore( IRestore &restore ); CEventQueue(); ~CEventQueue(); void Init( void ); void Clear( void ); // resets the list void Dump( void ); private: void AddEvent( EventQueuePrioritizedEvent_t *event ); void RemoveEvent( EventQueuePrioritizedEvent_t *pe ); DECLARE_SIMPLE_DATADESC(); EventQueuePrioritizedEvent_t m_Events; int m_iListCount; }; extern CEventQueue g_EventQueue; #endif // EVENTQUEUE_H