UserCmd strings

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Revision as of 18:46, 17 June 2006 by Ts2do (talk | contribs) (added debugging code)
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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.

Changes

UserCmd.cpp

WriteUsercmd

At the end:

	if(g_pLocalPlayer&&g_pLocalPlayer->UserDataChanged())
	{
		buf->WriteOneBit( 1 );
		int count = g_pLocalPlayer->GetUserDataCount();
		const char *pData;
		buf->WriteByte(count);
		for(int 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 )

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
			pPlayer->EvaluateUserData(cmd);
#endif
			delete cmd;
		}
	}

UserCmd.h

#include "baseplayer_shared.h"
void ReadUsercmd( bf_read *buf, CUserCmd *move, CUserCmd *from, CBasePlayer *pPlayer );

in_main.cpp

ReadUsercmd( buf, to, from, NULL );

Changes to gameinterface.cpp

ReadUsercmd( buf, to, from, pPlayer );

Implementation

Client

  • int GetUserDataCount(void) returns the number of data strings stored in a char array stored on the player.
  • const char *GetUserData(int index) returns the data stored in the array of user data stored on the player.
  • void ClearUserData(void) clears the client-side char*[] and sets the boolean so they don't get sent twice.
  • bool UserDataChanged(void) returns the boolean modified by ClearUserData.

Server

  • void EvaluateUserData(const char *pData) evaluates what to do with the commands stored in pData.