Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "stringpool.h"
#include "igamesystem.h"
#include "gamestringpool.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: The actual storage for pooled per-level strings
//-----------------------------------------------------------------------------
class CGameStringPool : public CStringPool, public CBaseGameSystem
{
virtual char const *Name() { return "CGameStringPool"; }
virtual void LevelShutdownPostEntity()
{
FreeAll();
CGameString::IncrementSerialNumber();
}
public:
void Dump( void )
{
for ( int i = m_Strings.FirstInorder(); i != m_Strings.InvalidIndex(); i = m_Strings.NextInorder(i) )
{
DevMsg( " %d (0x%p) : %s\n", i, m_Strings[i], m_Strings[i] );
}
DevMsg( "\n" );
DevMsg( "Size: %d items\n", m_Strings.Count() );
}
};
static CGameStringPool g_GameStringPool;
//-----------------------------------------------------------------------------
// String system accessor
//-----------------------------------------------------------------------------
IGameSystem *GameStringSystem()
{
return &g_GameStringPool;
}
//-----------------------------------------------------------------------------
// Purpose: The public accessor for the level-global pooled strings
//-----------------------------------------------------------------------------
string_t AllocPooledString( const char * pszValue )
{
if (pszValue && *pszValue)
return MAKE_STRING( g_GameStringPool.Allocate( pszValue ) );
return NULL_STRING;
}
string_t FindPooledString( const char *pszValue )
{
return MAKE_STRING( g_GameStringPool.Find( pszValue ) );
}
int CGameString::gm_iSerialNumber = 1;
#ifndef CLIENT_DLL
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CC_DumpGameStringTable( void )
{
g_GameStringPool.Dump();
}
static ConCommand dumpgamestringtable("dumpgamestringtable", CC_DumpGameStringTable, "Dump the contents of the game string table to the console.", FCVAR_CHEAT);
#endif