UserCmd strings: Difference between revisions
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Warning:These changes are only theoretical and haven't been tested whatsoever.
m (char*ful) |
m (added debugging code) |
||
Line 30: | Line 30: | ||
for(int x=0;x<count;x++) | for(int x=0;x<count;x++) | ||
{ | { | ||
char *cmd = buf->ReadAndAllocateString(); | #ifdef DEBUG | ||
bool bOverflow = false; | |||
#endif | |||
char *cmd = buf->ReadAndAllocateString(&bOverflow); | |||
Assert(!bOverflow); | |||
#ifndef CLIENT_DLL | #ifndef CLIENT_DLL | ||
pPlayer->EvaluateUserData(cmd); | pPlayer->EvaluateUserData(cmd); |
Revision as of 18:46, 17 June 2006

Introduction
This modification allows a mod to send messages from the client to the server without using commands. This allows for a more secure method of communication from the client to the server. A possible implementation would be with VGUI Screens.
Changes
UserCmd.cpp
WriteUsercmd
At the end:
if(g_pLocalPlayer&&g_pLocalPlayer->UserDataChanged()) { buf->WriteOneBit( 1 ); int count = g_pLocalPlayer->GetUserDataCount(); const char *pData; buf->WriteByte(count); for(int x=0;x<count;x++) { buf->WriteString(g_pLocalPlayer->GetUserData(x)); } g_pLocalPlayer->ClearUserData(); } else { buf->WriteOneBit( 0 ); }
ReadUsercmd
void ReadUsercmd( bf_read *buf, CUserCmd *move, CUserCmd *from, CBasePlayer *pPlayer )
At the end:
if( buf->ReadOneBit() ) { int count = buf->ReadByte(); for(int x=0;x<count;x++) { #ifdef DEBUG bool bOverflow = false; #endif char *cmd = buf->ReadAndAllocateString(&bOverflow); Assert(!bOverflow); #ifndef CLIENT_DLL pPlayer->EvaluateUserData(cmd); #endif delete cmd; } }
UserCmd.h
#include "baseplayer_shared.h"
void ReadUsercmd( bf_read *buf, CUserCmd *move, CUserCmd *from, CBasePlayer *pPlayer );
in_main.cpp
ReadUsercmd( buf, to, from, NULL );
Changes to gameinterface.cpp
ReadUsercmd( buf, to, from, pPlayer );
Implementation
Client
int GetUserDataCount(void)
returns the number of data strings stored in a char array stored on the player.const char *GetUserData(int index)
returns the data stored in the array of user data stored on the player.void ClearUserData(void)
clears the client-side char*[] and sets the boolean so they don't get sent twice.bool UserDataChanged(void)
returns the boolean modified by ClearUserData.
Server
void EvaluateUserData(const char *pData)
evaluates what to do with the commands stored in pData.