UserCmd strings: Difference between revisions
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Warning:These changes are only theoretical and haven't been tested whatsoever.
Note:This method should only be used on multiplayer servers, where cheating has a negative effect on gameplay.
m (→UserCmd.cpp) |
m (updated to ep1) |
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==Introduction== | ==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 Screen]]s. | 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 Screen]]s. | ||
{{note|This method should only be used on multiplayer servers, where cheating has a negative effect on gameplay.}} | |||
==Changes== | ==Changes== | ||
===UserCmd.cpp=== | ===UserCmd.cpp=== | ||
Line 7: | Line 8: | ||
====WriteUsercmd==== | ====WriteUsercmd==== | ||
At the end: | At the end: | ||
byte count = | C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer(); | ||
byte count = pLocalPlayer->GetUserDataCount(); | |||
if(count) | if(count) | ||
{ | { | ||
Line 16: | Line 18: | ||
for(byte x=0;x<count;x++) | for(byte x=0;x<count;x++) | ||
{ | { | ||
buf->WriteString( | buf->WriteString(pLocalPlayer->GetUserData(x)); | ||
} | } | ||
pLocalPlayer->ClearUserData(); | |||
} | } | ||
else | else | ||
Line 54: | Line 56: | ||
==Implementation== | ==Implementation== | ||
===C_BasePlayer=== | ===C_BasePlayer=== | ||
*<code>CUtlLinkedList<const char *, byte> | *protected <code>CUtlLinkedList<const char *, byte> m_UserData</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. | *public <code>void AddUserData(const char *pNewData)</code> adds data to send. | ||
*<code>byte GetUserDataCount(void)</code> returns <code> | *public <code>byte GetUserDataCount(void)</code> returns <code>m_UserData.Count()</code>. | ||
*<code>const char *GetUserData(byte index)</code> returns <code> | *public <code>const char *GetUserData(byte index)</code> returns <code>m_UserData.Element(index)</code>. | ||
*<code>void ClearUserData(void)</code> calls <code> | *public <code>void ClearUserData(void)</code> calls <code>m_UserData.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. | *public <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 16:53, 11 October 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
Note how WriteUsercmd only writes data if there is a non-standard delta (change). They can be called non-standard because of tick_count integer should have a standard incrementation of one, so it is a standard delta. Notice how the count is tested, the data is then sent, and all of the saved data is then purged. This means only delta data will be sent.
WriteUsercmd
At the end:
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer(); byte count = pLocalPlayer->GetUserDataCount(); if(count) { buf->WriteOneBit( 1 ); buf->WriteByte(count); for(byte x=0;x<count;x++) { buf->WriteString(pLocalPlayer->GetUserData(x)); } 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
- protected
CUtlLinkedList<const char *, byte> m_UserData
stores all of the data to send (The player should never have to send over 255 strings for 1 usercmd). - public
void AddUserData(const char *pNewData)
adds data to send. - public
byte GetUserDataCount(void)
returnsm_UserData.Count()
. - public
const char *GetUserData(byte index)
returnsm_UserData.Element(index)
. - public
void ClearUserData(void)
callsm_UserData.PurgeAndDeleteElements()
. See strdup to make sure you don't accidentally get any null pointers.
CBasePlayer
- public
void EvaluateUserData(const char *pData)
evaluates what to do with the command stored in pData.