UserCmd strings

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Revision as of 06:34, 17 June 2006 by Ts2do (talk | contribs)

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Warning: 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

	if(g_pLocalPlayer&&g_pLocalPlayer->UserDataChanged())
	{
		buf->WriteOneBit( 1 );
		KeyValues *data = g_pLocalPlayer->GetUserData();
		CUtlBuffer databuf;
		data->WriteAsBinary(databuf);
		int len = strlen(static_cast<char*>(databuf.Base()));
		buf->WriteShort(len);
		buf->WriteBits(databuf, len);
		g_pLocalPlayer->ClearUserData();
	}
	else
	{
		buf->WriteOneBit( 0 );
	}

ReadUsercmd

void ReadUsercmd( bf_read *buf, CUserCmd *move, CUserCmd *from, CBasePlayer *pPlayer )
	if( buf->ReadOneBit() )
	{
		int count = buf->ReadShort();
		char data[count+1];
		buf->ReadBytes(data,count);
#ifndef CLIENT_DLL
		pPlayer->EvaluateUserData(data);
#endif
	}

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

  • KeyValues *GetUserData(void) returns the KeyValues data stored on the player.
  • void ClearUserData(void) clears the client-side KeyValues 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) reads pData to a KeyValues and evaluates what to do with the commands stored within them.