ServerCmd(): Difference between revisions

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'''<code>ServerCmd()</code>''' is a quick and easy method for passing user input to the server available through <code>[[cbase.h]]</code>. It uploads an [[Wikipedia:ASCII|ASCII]] string, including with it information about which connected client sent it. The received strings are processed in '''<code>ClientCommand()</code>''' as a <code>[[CCommand]]</code> (i.e. a string array where 0 is the command itself and 1+ are parameters).
'''<code>ServerCmd()</code>''' is a quick and easy method for passing user input to the server available through <code>[[cbase.h]]</code>. It uploads an [[Wikipedia:ASCII|ASCII]] string, including with it information about which connected client sent it. The received strings are processed in '''<code>ClientCommand()</code>''' as a <code>[[CCommand]]</code> (i.e. a string array where 0 is the command itself and 1+ are parameters). The system has no relation to [[console command]]s.


{{warning|Since <code>ServerCmd()</code> passes a full string value, it is NOT suitable for commands that will be sent frequently. Single-player mods can probably get away with the overhead, '''but multiplayer mods must send with the [[Usercmd]] instead'''.}}
{{warning|Since <code>ServerCmd()</code> passes a full string value, it is NOT suitable for commands that will be sent frequently. Single-player mods can probably get away with the overhead, '''but multiplayer mods must send with [[Usercmd]] instead'''.}}


==Example==
==Example==

Revision as of 02:15, 18 May 2008

ServerCmd() is a quick and easy method for passing user input to the server available through cbase.h. It uploads an ASCII string, including with it information about which connected client sent it. The received strings are processed in ClientCommand() as a CCommand (i.e. a string array where 0 is the command itself and 1+ are parameters). The system has no relation to console commands.

Warning.pngWarning:Since ServerCmd() passes a full string value, it is NOT suitable for commands that will be sent frequently. Single-player mods can probably get away with the overhead, but multiplayer mods must send with Usercmd instead.

Example

client:
	engine->ServerCmd( VarArgs("MyCommand %i", m_iMyNumber) ); // No variables? Pass the command as a simple string.
server:
	bool CBasePlayer::ClientCommand( const CCommand &args )
	{
		if ( !V_stricmp( args[0], "MyCommand" ) )
		{
			Msg( "MyCommand received! Value: %i\n", atoi(args[1]) );
			return true;
		}
	}

See also