Edict t: Difference between revisions

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(So 2048 or 4096?)
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== Limitations ==
== Limitations ==
{{warning|Source can have [[entity limit|up to 4096]] edicts allocated at any one time. Going over will cause the engine to exit with an error message.}}
{{warning|Limits for {{csgo|2}} and {{tf2|2}} are [[entity limit|up to 4096]] edicts allocated at any one time... Going over will cause the engine to exit with an error message.}}


== Avoiding ==
== Avoiding ==

Revision as of 03:06, 11 April 2023

edict_t ("entity dictionary") is an interface struct that allows entities to cross the client/server divide: with one attached, an entity has the same index at both ends. The edict also manages the state of the entity's DataTable and provides a common representation across all DLLs. It cannot be used on the client.

Note.pngNote:An edict is not reliable between frames, as it can be freed from one entity and and reallocated to another at any time. Use CHandle for long-term storage.
Warning.pngWarning:Never modify edict_t or CBaseEdict. If the memory footprint of either changes, engine DLLs will start accessing invalid addresses.

Limitations

Warning.pngWarning:Limits for Counter-Strike: Global Offensive Counter-Strike: Global Offensive and Team Fortress 2 Team Fortress 2 are up to 4096 edicts allocated at any one time... Going over will cause the engine to exit with an error message.

Avoiding

Edicts are assigned by CBaseEntity::PostConstructor(). If your entity won't ever need to be transmitted to the client, construct it like so:

CMyEntity() : CBaseEntity(true) { /* your constructor code */ }
Tip.pngTip:CServerOnlyEntity already does this. CLogicalEntity inherits, and as such none of Valve's logic entities or VPhysics constraints have edicts.

Edict-less entities count toward non-networked entity limit, which is also 2048.

Getting

edict_t* CBaseEntity::edict()
Simple accessor. Returns null if there is no edict.
edict_t* INDEXENT( int iEdictNum )
int ENTINDEX( edict_t* pEdict )
Converts between an entity index and its attached edict.
int GetEntityCount()
Returns the current number of assigned edicts (not entities).

Setting

void CBaseEntity::NetworkProp()->AttachEdict(edict_t* pRequiredEdict);
Assigns an edict via the entity's CServerNetworkProperty object. Pass NULL unless a specific edict is required.
void CBaseEntity::NetworkProp()->DetachEdict()
Detaches the entity's assigned edict. It will go back into the edict pool for re-use.

Notable members

CBaseEntity* GetUnknown()->GetBaseEntity()
Pointer to the entity's local representation.
char* GetClassName()
The classname of the assigned entity.
bool IsFree()
Whether there is currently an entity assigned to this edict.
float freetime
The server timestamp at which the edict was last freed. Can be used to avoid reallocating the edict immediately.
bool HasStateChanged()
Whether anything in the DataTable needs transmission.
void StateChanged()
Tell the edict of a change to the entity's DataTable that needs transmission.
IServerEntity* GetIServerEntity()
IServerNetworkable* GetNetworkable()
ICollideable* GetCollideable()
Accessors to various interfaces.

See also