UserCmd strings

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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:

	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.
  • void AddUserData(const char *pNewData) adds data to send.
  • byte GetUserDataCount(void) returns m_pUserData.Count().
  • const char *GetUserData(byte index) returns m_pUserData.Element(index).
  • void ClearUserData(void) calls m_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.