UserCmd strings: Difference between revisions
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Warning:These changes are only theoretical and haven't been tested whatsoever.
m (added debugging code) |
mNo edit summary |
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Line 6: | Line 6: | ||
====WriteUsercmd==== | ====WriteUsercmd==== | ||
At the end: | At the end: | ||
if(g_pLocalPlayer&& | byte count = g_pLocalPlayer->GetUserDataCount(); | ||
if(g_pLocalPlayer&&count) | |||
{ | { | ||
buf->WriteOneBit( 1 ); | buf->WriteOneBit( 1 ); | ||
buf->WriteByte(count); | buf->WriteByte(count); | ||
for( | |||
for(byte x=0;x<count;x++) | |||
{ | { | ||
buf->WriteString(g_pLocalPlayer->GetUserData(x)); | buf->WriteString(g_pLocalPlayer->GetUserData(x)); | ||
} | } | ||
g_pLocalPlayer->ClearUserData(); | g_pLocalPlayer->ClearUserData(); | ||
} | } | ||
Line 51: | Line 53: | ||
==Implementation== | ==Implementation== | ||
=== | ===C_BasePlayer=== | ||
*<code> | *<code>CUtlLinkedList<const char *, byte> m_pUserData</code> stores all of the data to send. | ||
*<code>const char *GetUserData( | *<code>void AddUserData(const char *pNewData)</code> adds data to send. | ||
*<code>void ClearUserData(void)</code> | *<code>byte GetUserDataCount(void)</code> returns <code>m_pUserData.Count()</code>. | ||
*<code>const char *GetUserData(byte index)</code> returns <code>m_pUserData.Element(index)</code>. | |||
=== | *<code>void ClearUserData(void)</code> calls <code>m_pUserData.PurgeAndDeleteElements()</code>. See [[CloneString]] to make sure you don't accidentally get any null pointers. | ||
*<code>void EvaluateUserData(const char *pData)</code> evaluates what to do with the | ===CBasePlayer=== | ||
*<code>void EvaluateUserData(const char *pData)</code> evaluates what to do with the command stored in pData. | |||
[[Category:Programming]][[Category:Tutorials]] | [[Category:Programming]][[Category:Tutorials]] |
Revision as of 18:58, 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:
byte count = g_pLocalPlayer->GetUserDataCount(); if(g_pLocalPlayer&&count) { buf->WriteOneBit( 1 ); buf->WriteByte(count); for(byte 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
C_BasePlayer
CUtlLinkedList<const char *, byte> m_pUserData
stores all of the data to send.void AddUserData(const char *pNewData)
adds data to send.byte GetUserDataCount(void)
returnsm_pUserData.Count()
.const char *GetUserData(byte index)
returnsm_pUserData.Element(index)
.void ClearUserData(void)
callsm_pUserData.PurgeAndDeleteElements()
. See CloneString to make sure you don't accidentally get any null pointers.
CBasePlayer
void EvaluateUserData(const char *pData)
evaluates what to do with the command stored in pData.