UserCmd strings: Difference between revisions
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Warning:These changes are only theoretical and haven't been tested whatsoever.
m (→C_BasePlayer) |
m (→C_BasePlayer) |
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==Implementation== | ==Implementation== | ||
===C_BasePlayer=== | ===C_BasePlayer=== | ||
*<code>CUtlLinkedList<const char *, byte> m_pUserData</code> stores all of the data to send. | *<code>CUtlLinkedList<const char *, byte> m_pUserData</code> stores all of the data to send (The player should '''never''' have to send over 255 strings for 1 usercmd). | ||
*<code>void AddUserData(const char *pNewData)</code> adds data to send. | *<code>void AddUserData(const char *pNewData)</code> adds data to send. | ||
*<code>byte GetUserDataCount(void)</code> returns <code>m_pUserData.Count()</code>. | *<code>byte GetUserDataCount(void)</code> returns <code>m_pUserData.Count()</code>. |
Revision as of 00:18, 18 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 (The player should never have to send over 255 strings for 1 usercmd).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.