ServerCmd(): Difference between revisions

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'''<code>ServerCmd()</code>''' is a quick and easy method for passing user input to the server available through <code>[[cbase.h]]</code>. It uploads an [[Wikipedia:ASCII|ASCII]] string, including with it information about which connected client sent it. The received strings are processed in '''<code>ClientCommand()</code>''' as a <code>[[CCommand]]</code> (i.e. a string array where 0 is the command itself and 1+ are parameters). The system has no relation to [[console command]]s.
'''<code>ServerCmd()</code>''' is a quick and easy method for passing user input to the server available through <code>[[cbase.h]]</code>. It uploads an [[Wikipedia:ASCII|ASCII]] string, including with it information about which connected client sent it. The received strings are processed in <code>ClientCommand()</code> as a <code>[[CCommand]]</code> (i.e. a string array where 0 is the command itself and 1+ are parameters).


{{warning|Since <code>ServerCmd()</code> passes a full string value, it is NOT suitable for commands that will be sent frequently. Single-player mods can probably get away with the overhead, '''but multiplayer mods must send with [[Usercmd]] instead'''.}}
{{tip|You can also trigger a <code>[[CON_COMMAND]]</code> if the client's arguemnt matches its name.}}
 
{{warning|Since <code>ServerCmd()</code> passes a full string value, it is NOT suitable for commands that will be sent frequently. You might get away with it in single-player, '''but a multi-player mod must use the [[Usercmd]]'''.}}


==Example==
==Example==
  ''client:''
  ''client:''
  engine->ServerCmd( [[VarArgs()|VarArgs]]<span style="color:gray;">("MyCommand %i", m_iMyNumber)</span> ); ''// No variables? Pass the command as a simple string.''
  [[engine]]->ServerCmd( [[VarArgs()|VarArgs]]<span style="color:gray;">("MyCommand %i", m_iMyNumber)</span> ); ''// No variables? Pass the command as a simple string.''
  ''server:''
  ''server:''
  bool CBasePlayer::ClientCommand( const CCommand &args )
  bool [[CBasePlayer]]::ClientCommand( const CCommand &args )
  {
  {
  if ( ![[V_stricmp()|V_stricmp]]( args[0], "MyCommand" ) )
  if ( ![[V_stricmp()|V_stricmp]]( args[0], "MyCommand" ) )

Revision as of 11:23, 25 August 2008

ServerCmd() is a quick and easy method for passing user input to the server available through cbase.h. It uploads an ASCII string, including with it information about which connected client sent it. The received strings are processed in ClientCommand() as a CCommand (i.e. a string array where 0 is the command itself and 1+ are parameters).

Tip.pngTip:You can also trigger a CON_COMMAND if the client's arguemnt matches its name.
Warning.pngWarning:Since ServerCmd() passes a full string value, it is NOT suitable for commands that will be sent frequently. You might get away with it in single-player, but a multi-player mod must use the Usercmd.

Example

client:
	engine->ServerCmd( VarArgs("MyCommand %i", m_iMyNumber) ); // No variables? Pass the command as a simple string.
server:
	bool CBasePlayer::ClientCommand( const CCommand &args )
	{
		if ( !V_stricmp( args[0], "MyCommand" ) )
		{
			Msg( "MyCommand received! Value: %i\n", atoi(args[1]) );
			return true;
		}
	}

See also