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:
//
//=============================================================================//
#include "cbase.h"
#include "gamerules_register.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// ------------------------------------------------------------------------------------------ //
// CGameRulesRegister implementation.
// ------------------------------------------------------------------------------------------ //
CGameRulesRegister* CGameRulesRegister::s_pHead = NULL;
CGameRulesRegister::CGameRulesRegister( const char *pClassName, CreateGameRulesFn fn )
{
m_pClassName = pClassName;
m_pFn = fn;
m_pNext = s_pHead; // Add us to the global list.
s_pHead = this;
}
void CGameRulesRegister::CreateGameRules()
{
m_pFn();
}
CGameRulesRegister* CGameRulesRegister::FindByName( const char *pName )
{
for ( CGameRulesRegister *pCur=s_pHead; pCur; pCur=pCur->m_pNext )
{
if ( Q_stricmp( pName, pCur->m_pClassName ) == 0 )
return pCur;
}
return NULL;
}
// ------------------------------------------------------------------------------------------ //
// Functions to dispatch the messages to create the game rules object on the client.
// ------------------------------------------------------------------------------------------ //
#define GAMERULES_STRINGTABLE_NAME "GameRulesCreation"
#ifdef CLIENT_DLL
#include "networkstringtable_clientdll.h"
INetworkStringTable *g_StringTableGameRules = NULL;
void OnGameRulesCreationStringChanged( void *object, INetworkStringTable *stringTable, int stringNumber, const char *newString, void const *newData )
{
// The server has created a new CGameRules object.
delete g_pGameRules;
g_pGameRules = NULL;
const char *pClassName = (const char*)newData;
CGameRulesRegister *pReg = CGameRulesRegister::FindByName( pClassName );
if ( !pReg )
{
Error( "OnGameRulesCreationStringChanged: missing gamerules class '%s' on the client", pClassName );
}
// Create the new game rules object.
pReg->CreateGameRules();
if ( !g_pGameRules )
{
Error( "OnGameRulesCreationStringChanged: game rules entity (%s) not created", pClassName );
}
}
// On the client, we respond to string table changes on the server.
void InstallStringTableCallback_GameRules()
{
if ( !g_StringTableGameRules )
{
g_StringTableGameRules = networkstringtable->FindTable( GAMERULES_STRINGTABLE_NAME );
if ( g_StringTableGameRules )
{
g_StringTableGameRules->SetStringChangedCallback( NULL, OnGameRulesCreationStringChanged );
}
}
}
#else
#include "networkstringtable_gamedll.h"
INetworkStringTable *g_StringTableGameRules = NULL;
void CreateNetworkStringTables_GameRules()
{
// Create the string tables
g_StringTableGameRules = networkstringtable->CreateStringTable( GAMERULES_STRINGTABLE_NAME, 1 );
#ifdef CSTRIKE_DLL
void CreateBlackMarketString( void );
CreateBlackMarketString();
#endif
}
void CreateGameRulesObject( const char *pClassName )
{
// Delete the old game rules object.
delete g_pGameRules;
g_pGameRules = NULL;
// Create a new game rules object.
CGameRulesRegister *pReg = CGameRulesRegister::FindByName( pClassName );
if ( !pReg )
Error( "InitGameRules: missing gamerules class '%s' on the server", pClassName );
pReg->CreateGameRules();
if ( !g_pGameRules )
{
Error( "InitGameRules: game rules entity (%s) not created", pClassName );
}
// Make sure the client gets notification to make a new game rules object.
Assert( g_StringTableGameRules );
g_StringTableGameRules->AddString( true, "classname", strlen( pClassName ) + 1, pClassName );
if ( g_pGameRules )
{
g_pGameRules->CreateCustomNetworkStringTables();
}
}
#endif