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nekohook/modules/source2013/sdk/public/iclientnetworkable.h
2020-08-04 13:13:01 -04:00

106 lines
3.8 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef ICLIENTNETWORKABLE_H
#define ICLIENTNETWORKABLE_H
#ifdef _WIN32
#pragma once
#endif
#include "iclientunknown.h"
#include "tier1/bitbuf.h"
class IClientEntity;
class ClientClass;
enum ShouldTransmitState_t {
SHOULDTRANSMIT_START = 0, // The entity is starting to be transmitted
// (maybe it entered the PVS).
SHOULDTRANSMIT_END // Called when the entity isn't being transmitted by the
// server. This signals a good time to hide the entity
// until next time the server wants to transmit its
// state.
};
// NOTE: All of these are commented out; NotifyShouldTransmit actually
// has all these in them. Left it as an enum in case we want to go back though
enum DataUpdateType_t {
DATA_UPDATE_CREATED = 0, // indicates it was created +and+ entered the pvs
// DATA_UPDATE_ENTERED_PVS,
DATA_UPDATE_DATATABLE_CHANGED,
// DATA_UPDATE_LEFT_PVS,
// DATA_UPDATE_DESTROYED, // FIXME: Could enable this, but it's a little
//worrying
// since it changes a bunch of existing code
};
abstract_class IClientNetworkable {
public:
// Gets at the containing class...
virtual IClientUnknown* GetIClientUnknown() = 0;
// Called by the engine when the server deletes the entity.
virtual void Release() = 0;
// Supplied automatically by the IMPLEMENT_CLIENTCLASS macros.
virtual ClientClass* GetClientClass() = 0;
// This tells the entity what the server says for ShouldTransmit on this
// entity. Note: This used to be
// EntityEnteredPVS/EntityRemainedInPVS/EntityLeftPVS.
virtual void NotifyShouldTransmit(ShouldTransmitState_t state) = 0;
//
// NOTE FOR ENTITY WRITERS:
//
// In 90% of the cases, you should hook OnPreDataChanged/OnDataChanged
// instead of PreDataUpdate/PostDataUpdate.
//
// The DataChanged events are only called once per frame whereas
// Pre/PostDataUpdate are called once per packet (and sometimes multiple
// times per frame).
//
// OnDataChanged is called during simulation where entity origins are
// correct and attachments can be used. whereas PostDataUpdate is called
// while parsing packets so attachments and other entity origins may not be
// valid yet.
//
virtual void OnPreDataChanged(DataUpdateType_t updateType) = 0;
virtual void OnDataChanged(DataUpdateType_t updateType) = 0;
// Called when data is being updated across the network.
// Only low-level entities should need to know about these.
virtual void PreDataUpdate(DataUpdateType_t updateType) = 0;
virtual void PostDataUpdate(DataUpdateType_t updateType) = 0;
// Objects become dormant on the client if they leave the PVS on the server.
virtual bool IsDormant(void) = 0;
// Ent Index is the server handle used to reference this entity.
// If the index is < 0, that indicates the entity is not known to the server
virtual int entindex(void) const = 0;
// Server to client entity message received
virtual void ReceiveMessage(int classID, bf_read& msg) = 0;
// Get the base pointer to the networked data that
// GetClientClass->m_pRecvTable starts at. (This is usually just the "this"
// pointer).
virtual void* GetDataTableBasePtr() = 0;
// Tells the entity that it's about to be destroyed due to the client
// receiving an uncompressed update that's caused it to destroy all entities
// & recreate them.
virtual void SetDestroyedOnRecreateEntities(void) = 0;
virtual void OnDataUnchangedInPVS() = 0;
};
#endif // ICLIENTNETWORKABLE_H