UserCmd strings: Difference between revisions

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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 = g_pLocalPlayer->GetUserDataCount();
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(g_pLocalPlayer->GetUserData(x));
  buf->WriteString(pLocalPlayer->GetUserData(x));
  }
  }
   
   
  g_pLocalPlayer->ClearUserData();
  pLocalPlayer->ClearUserData();
  }
  }
  else
  else
Line 54: Line 56:
==Implementation==
==Implementation==
===C_BasePlayer===
===C_BasePlayer===
*<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).
*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>m_pUserData.Count()</code>.
*public <code>byte GetUserDataCount(void)</code> returns <code>m_UserData.Count()</code>.
*<code>const char *GetUserData(byte index)</code> returns <code>m_pUserData.Element(index)</code>.
*public <code>const char *GetUserData(byte index)</code> returns <code>m_UserData.Element(index)</code>.
*<code>void ClearUserData(void)</code> calls <code>m_pUserData.PurgeAndDeleteElements()</code>. See [[strdup]] to make sure you don't accidentally get any null pointers.
*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

Warning.pngWarning:These changes are only theoretical and haven't been tested whatsoever.

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.

Note.pngNote:This method should only be used on multiplayer servers, where cheating has a negative effect on gameplay.

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) returns m_UserData.Count().
  • public const char *GetUserData(byte index) returns m_UserData.Element(index).
  • public void ClearUserData(void) calls m_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.