Fix line endings. WHAMMY.
This commit is contained in:
+193
-193
@@ -1,193 +1,193 @@
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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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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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//
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// $NoKeywords: $
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//=============================================================================//
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#if !defined( IGAMEEVENTS_H )
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#define IGAMEEVENTS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tier1/interface.h"
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#define INTERFACEVERSION_GAMEEVENTSMANAGER "GAMEEVENTSMANAGER001" // old game event manager, don't use it!
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#define INTERFACEVERSION_GAMEEVENTSMANAGER2 "GAMEEVENTSMANAGER002" // new game event manager,
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#include "tier1/bitbuf.h"
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//-----------------------------------------------------------------------------
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// Purpose: Engine interface into global game event management
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//-----------------------------------------------------------------------------
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/*
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The GameEventManager keeps track and fires of all global game events. Game events
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are fired by game.dll for events like player death or team wins. Each event has a
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unique name and comes with a KeyValue structure providing informations about this
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event. Some events are generated also by the engine.
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Events are networked to connected clients and invoked there to. Therefore you
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have to specify all data fields and there data types in an public resource
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file which is parsed by server and broadcasted to it's clients. A typical game
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event is defined like this:
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"game_start" // a new game starts
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{
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"roundslimit" "long" // max round
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"timelimit" "long" // time limit
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"fraglimit" "long" // frag limit
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"objective" "string" // round objective
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}
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All events must have unique names (case sensitive) and may have a list
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of data fields. each data field must specify a data type, so the engine
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knows how to serialize/unserialize that event for network transmission.
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Valid data types are string, float, long, short, byte & bool. If a
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data field should not be broadcasted to clients, use the type "local".
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*/
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#define MAX_EVENT_NAME_LENGTH 32 // max game event name length
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#define MAX_EVENT_BITS 9 // max bits needed for an event index
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#define MAX_EVENT_NUMBER (1<<MAX_EVENT_BITS) // max number of events allowed
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#define MAX_EVENT_BYTES 1024 // max size in bytes for a serialized event
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class KeyValues;
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class CGameEvent;
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abstract_class IGameEvent
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{
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public:
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virtual ~IGameEvent() {};
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virtual const char *GetName() const = 0; // get event name
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virtual bool IsReliable() const = 0; // if event handled reliable
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virtual bool IsLocal() const = 0; // if event is never networked
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virtual bool IsEmpty(const char *keyName = NULL) = 0; // check if data field exists
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// Data access
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virtual bool GetBool( const char *keyName = NULL, bool defaultValue = false ) = 0;
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virtual int GetInt( const char *keyName = NULL, int defaultValue = 0 ) = 0;
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virtual float GetFloat( const char *keyName = NULL, float defaultValue = 0.0f ) = 0;
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virtual const char *GetString( const char *keyName = NULL, const char *defaultValue = "" ) = 0;
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virtual void SetBool( const char *keyName, bool value ) = 0;
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virtual void SetInt( const char *keyName, int value ) = 0;
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virtual void SetFloat( const char *keyName, float value ) = 0;
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virtual void SetString( const char *keyName, const char *value ) = 0;
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};
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abstract_class IGameEventListener2
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{
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public:
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virtual ~IGameEventListener2( void ) {};
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// FireEvent is called by EventManager if event just occured
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// KeyValue memory will be freed by manager if not needed anymore
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virtual void FireGameEvent( IGameEvent *event ) = 0;
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};
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abstract_class IGameEventManager2 : public IBaseInterface
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{
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public:
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virtual ~IGameEventManager2( void ) {};
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// load game event descriptions from a file eg "resource\gameevents.res"
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virtual int LoadEventsFromFile( const char *filename ) = 0;
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// removes all and anything
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virtual void Reset() = 0;
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// adds a listener for a particular event
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virtual bool AddListener( IGameEventListener2 *listener, const char *name, bool bServerSide ) = 0;
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// returns true if this listener is listens to given event
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virtual bool FindListener( IGameEventListener2 *listener, const char *name ) = 0;
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// removes a listener
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virtual void RemoveListener( IGameEventListener2 *listener) = 0;
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// create an event by name, but doesn't fire it. returns NULL is event is not
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// known or no listener is registered for it. bForce forces the creation even if no listener is active
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virtual IGameEvent *CreateEvent( const char *name, bool bForce = false ) = 0;
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// fires a server event created earlier, if bDontBroadcast is set, event is not send to clients
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virtual bool FireEvent( IGameEvent *event, bool bDontBroadcast = false ) = 0;
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// fires an event for the local client only, should be used only by client code
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virtual bool FireEventClientSide( IGameEvent *event ) = 0;
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// create a new copy of this event, must be free later
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virtual IGameEvent *DuplicateEvent( IGameEvent *event ) = 0;
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// if an event was created but not fired for some reason, it has to bee freed, same UnserializeEvent
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virtual void FreeEvent( IGameEvent *event ) = 0;
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// write/read event to/from bitbuffer
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virtual bool SerializeEvent( IGameEvent *event, bf_write *buf ) = 0;
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virtual IGameEvent *UnserializeEvent( bf_read *buf ) = 0; // create new KeyValues, must be deleted
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};
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// the old game event manager interface, don't use it. Rest is legacy support:
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abstract_class IGameEventListener
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{
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public:
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virtual ~IGameEventListener( void ) {};
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// FireEvent is called by EventManager if event just occured
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// KeyValue memory will be freed by manager if not needed anymore
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virtual void FireGameEvent( KeyValues * event) = 0;
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};
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abstract_class IGameEventManager : public IBaseInterface
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{
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public:
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virtual ~IGameEventManager( void ) {};
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// load game event descriptions from a file eg "resource\gameevents.res"
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virtual int LoadEventsFromFile( const char * filename ) = 0;
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// removes all and anything
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virtual void Reset() = 0;
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virtual KeyValues *GetEvent(const char * name) = 0; // returns keys for event
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// adds a listener for a particular event
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virtual bool AddListener( IGameEventListener * listener, const char * event, bool bIsServerSide ) = 0;
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// registers for all known events
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virtual bool AddListener( IGameEventListener * listener, bool bIsServerSide ) = 0;
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// removes a listener
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virtual void RemoveListener( IGameEventListener * listener) = 0;
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// fires an global event, specific event data is stored in KeyValues
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// local listeners will receive the event instantly
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// a network message will be send to all connected clients to invoke
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// the same event there
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virtual bool FireEvent( KeyValues * event ) = 0;
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// fire a side server event, that it wont be broadcasted to player clients
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virtual bool FireEventServerOnly( KeyValues * event ) = 0;
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// fires an event only on this local client
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// can be used to fake events coming over the network
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virtual bool FireEventClientOnly( KeyValues * event ) = 0;
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// write/read event to/from bitbuffer
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virtual bool SerializeKeyValues( KeyValues *event, bf_write *buf, CGameEvent *eventtype = NULL ) = 0;
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virtual KeyValues *UnserializeKeyValue( bf_read *msg ) = 0; // create new KeyValues, must be deleted
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};
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#endif // IGAMEEVENTS_H
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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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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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//
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// $NoKeywords: $
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//=============================================================================//
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#if !defined( IGAMEEVENTS_H )
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#define IGAMEEVENTS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tier1/interface.h"
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#define INTERFACEVERSION_GAMEEVENTSMANAGER "GAMEEVENTSMANAGER001" // old game event manager, don't use it!
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#define INTERFACEVERSION_GAMEEVENTSMANAGER2 "GAMEEVENTSMANAGER002" // new game event manager,
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#include "tier1/bitbuf.h"
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//-----------------------------------------------------------------------------
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// Purpose: Engine interface into global game event management
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//-----------------------------------------------------------------------------
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/*
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The GameEventManager keeps track and fires of all global game events. Game events
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are fired by game.dll for events like player death or team wins. Each event has a
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unique name and comes with a KeyValue structure providing informations about this
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event. Some events are generated also by the engine.
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Events are networked to connected clients and invoked there to. Therefore you
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have to specify all data fields and there data types in an public resource
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file which is parsed by server and broadcasted to it's clients. A typical game
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event is defined like this:
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"game_start" // a new game starts
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{
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"roundslimit" "long" // max round
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"timelimit" "long" // time limit
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"fraglimit" "long" // frag limit
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"objective" "string" // round objective
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}
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All events must have unique names (case sensitive) and may have a list
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of data fields. each data field must specify a data type, so the engine
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knows how to serialize/unserialize that event for network transmission.
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Valid data types are string, float, long, short, byte & bool. If a
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data field should not be broadcasted to clients, use the type "local".
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*/
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#define MAX_EVENT_NAME_LENGTH 32 // max game event name length
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#define MAX_EVENT_BITS 9 // max bits needed for an event index
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#define MAX_EVENT_NUMBER (1<<MAX_EVENT_BITS) // max number of events allowed
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#define MAX_EVENT_BYTES 1024 // max size in bytes for a serialized event
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class KeyValues;
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class CGameEvent;
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abstract_class IGameEvent
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{
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public:
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virtual ~IGameEvent() {};
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virtual const char *GetName() const = 0; // get event name
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virtual bool IsReliable() const = 0; // if event handled reliable
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virtual bool IsLocal() const = 0; // if event is never networked
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virtual bool IsEmpty(const char *keyName = NULL) = 0; // check if data field exists
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// Data access
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virtual bool GetBool( const char *keyName = NULL, bool defaultValue = false ) = 0;
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virtual int GetInt( const char *keyName = NULL, int defaultValue = 0 ) = 0;
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virtual float GetFloat( const char *keyName = NULL, float defaultValue = 0.0f ) = 0;
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virtual const char *GetString( const char *keyName = NULL, const char *defaultValue = "" ) = 0;
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virtual void SetBool( const char *keyName, bool value ) = 0;
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virtual void SetInt( const char *keyName, int value ) = 0;
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virtual void SetFloat( const char *keyName, float value ) = 0;
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virtual void SetString( const char *keyName, const char *value ) = 0;
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};
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abstract_class IGameEventListener2
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{
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public:
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virtual ~IGameEventListener2( void ) {};
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// FireEvent is called by EventManager if event just occured
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// KeyValue memory will be freed by manager if not needed anymore
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virtual void FireGameEvent( IGameEvent *event ) = 0;
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};
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abstract_class IGameEventManager2 : public IBaseInterface
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{
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public:
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virtual ~IGameEventManager2( void ) {};
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// load game event descriptions from a file eg "resource\gameevents.res"
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virtual int LoadEventsFromFile( const char *filename ) = 0;
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// removes all and anything
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virtual void Reset() = 0;
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// adds a listener for a particular event
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virtual bool AddListener( IGameEventListener2 *listener, const char *name, bool bServerSide ) = 0;
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// returns true if this listener is listens to given event
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virtual bool FindListener( IGameEventListener2 *listener, const char *name ) = 0;
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// removes a listener
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virtual void RemoveListener( IGameEventListener2 *listener) = 0;
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// create an event by name, but doesn't fire it. returns NULL is event is not
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// known or no listener is registered for it. bForce forces the creation even if no listener is active
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virtual IGameEvent *CreateEvent( const char *name, bool bForce = false ) = 0;
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// fires a server event created earlier, if bDontBroadcast is set, event is not send to clients
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virtual bool FireEvent( IGameEvent *event, bool bDontBroadcast = false ) = 0;
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// fires an event for the local client only, should be used only by client code
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virtual bool FireEventClientSide( IGameEvent *event ) = 0;
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// create a new copy of this event, must be free later
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virtual IGameEvent *DuplicateEvent( IGameEvent *event ) = 0;
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// if an event was created but not fired for some reason, it has to bee freed, same UnserializeEvent
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virtual void FreeEvent( IGameEvent *event ) = 0;
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// write/read event to/from bitbuffer
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virtual bool SerializeEvent( IGameEvent *event, bf_write *buf ) = 0;
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virtual IGameEvent *UnserializeEvent( bf_read *buf ) = 0; // create new KeyValues, must be deleted
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};
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// the old game event manager interface, don't use it. Rest is legacy support:
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abstract_class IGameEventListener
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{
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public:
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virtual ~IGameEventListener( void ) {};
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// FireEvent is called by EventManager if event just occured
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// KeyValue memory will be freed by manager if not needed anymore
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virtual void FireGameEvent( KeyValues * event) = 0;
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};
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abstract_class IGameEventManager : public IBaseInterface
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{
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public:
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virtual ~IGameEventManager( void ) {};
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// load game event descriptions from a file eg "resource\gameevents.res"
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virtual int LoadEventsFromFile( const char * filename ) = 0;
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// removes all and anything
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virtual void Reset() = 0;
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virtual KeyValues *GetEvent(const char * name) = 0; // returns keys for event
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// adds a listener for a particular event
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virtual bool AddListener( IGameEventListener * listener, const char * event, bool bIsServerSide ) = 0;
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// registers for all known events
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virtual bool AddListener( IGameEventListener * listener, bool bIsServerSide ) = 0;
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// removes a listener
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virtual void RemoveListener( IGameEventListener * listener) = 0;
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// fires an global event, specific event data is stored in KeyValues
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// local listeners will receive the event instantly
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// a network message will be send to all connected clients to invoke
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// the same event there
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virtual bool FireEvent( KeyValues * event ) = 0;
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// fire a side server event, that it wont be broadcasted to player clients
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virtual bool FireEventServerOnly( KeyValues * event ) = 0;
|
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// fires an event only on this local client
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// can be used to fake events coming over the network
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virtual bool FireEventClientOnly( KeyValues * event ) = 0;
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// write/read event to/from bitbuffer
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virtual bool SerializeKeyValues( KeyValues *event, bf_write *buf, CGameEvent *eventtype = NULL ) = 0;
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virtual KeyValues *UnserializeKeyValue( bf_read *msg ) = 0; // create new KeyValues, must be deleted
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};
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#endif // IGAMEEVENTS_H
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Reference in New Issue
Block a user