UserCmd strings: Difference between revisions
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Warning:These changes are only theoretical and haven't been tested whatsoever.
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*<code>byte GetUserDataCount(void)</code> returns <code>m_pUserData.Count()</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>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 [[ | *<code>void ClearUserData(void)</code> calls <code>m_pUserData.PurgeAndDeleteElements()</code>. See [[strdup]] to make sure you don't accidentally get any null pointers. | ||
===CBasePlayer=== | ===CBasePlayer=== | ||
*<code>void EvaluateUserData(const char *pData)</code> evaluates what to do with the command stored in pData. | *<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 19:16, 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 /*= NULL*/ )
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 Assert(pPlayer); pPlayer->EvaluateUserData(cmd); #endif delete cmd; } }
UserCmd.h
#include "baseplayer_shared.h"
void ReadUsercmd( bf_read *buf, CUserCmd *move, CUserCmd *from, CBasePlayer *pPlayer = 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 strdup 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.