Update IGameSystem & Add IGameSystemFactory interfaces (#174)

Co-authored-by: komashchenko <22940384+komashchenko@users.noreply.github.com>
This commit is contained in:
Vladimir 2023-12-22 16:37:57 +03:00 committed by GitHub
parent c002d23f81
commit 3864058382
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3 changed files with 329 additions and 637 deletions

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@ -1,443 +0,0 @@
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Deals with singleton
//
// $Revision: $
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "igamesystem.h"
#include "datacache/imdlcache.h"
#include "utlvector.h"
#include "vprof.h"
#if defined( _X360 )
#include "xbox/xbox_console.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// enable this #define (here or in your vpc) to have
// each GameSystem accounted for individually in the vprof.
// You must enable VPROF_LEVEL 1 too.
// #define VPROF_ACCOUNT_GAMESYSTEMS
// Pointer to a member method of IGameSystem
typedef void (IGameSystem::*GameSystemFunc_t)();
// Pointer to a member method of IGameSystem
typedef void (IGameSystemPerFrame::*PerFrameGameSystemFunc_t)();
// Used to invoke a method of all added Game systems in order
static void InvokeMethod( GameSystemFunc_t f, char const *timed = 0 );
// Used to invoke a method of all added Game systems in order
static void InvokeMethodTickProgress( GameSystemFunc_t f, char const *timed = 0 );
// Used to invoke a method of all added Game systems in reverse order
static void InvokeMethodReverseOrder( GameSystemFunc_t f );
// Used to invoke a method of all added Game systems in order
static void InvokePerFrameMethod( PerFrameGameSystemFunc_t f, char const *timed = 0 );
static bool s_bSystemsInitted = false;
// List of all installed Game systems
static CUtlVector<IGameSystem*> s_GameSystems( 0, 4 );
// List of all installed Game systems
static CUtlVector<IGameSystemPerFrame*> s_GameSystemsPerFrame( 0, 4 );
// The map name
static char* s_pMapName = 0;
static CBasePlayer *s_pRunCommandPlayer = NULL;
static CUserCmd *s_pRunCommandUserCmd = NULL;
//-----------------------------------------------------------------------------
// Auto-registration of game systems
//-----------------------------------------------------------------------------
static CAutoGameSystem *s_pSystemList = NULL;
CAutoGameSystem::CAutoGameSystem( char const *name ) :
m_pszName( name )
{
// If s_GameSystems hasn't been initted yet, then add ourselves to the global list
// because we don't know if the constructor for s_GameSystems has happened yet.
// Otherwise, we can add ourselves right into that list.
if ( s_bSystemsInitted )
{
Add( this );
}
else
{
m_pNext = s_pSystemList;
s_pSystemList = this;
}
}
static CAutoGameSystemPerFrame *s_pPerFrameSystemList = NULL;
//-----------------------------------------------------------------------------
// Purpose: This is a CAutoGameSystem which also cares about the "per frame" hooks
//-----------------------------------------------------------------------------
CAutoGameSystemPerFrame::CAutoGameSystemPerFrame( char const *name ) :
m_pszName( name )
{
// If s_GameSystems hasn't been initted yet, then add ourselves to the global list
// because we don't know if the constructor for s_GameSystems has happened yet.
// Otherwise, we can add ourselves right into that list.
if ( s_bSystemsInitted )
{
Add( this );
}
else
{
m_pNext = s_pPerFrameSystemList;
s_pPerFrameSystemList = this;
}
}
//-----------------------------------------------------------------------------
// destructor, cleans up automagically....
//-----------------------------------------------------------------------------
IGameSystem::~IGameSystem()
{
Remove( this );
}
//-----------------------------------------------------------------------------
// destructor, cleans up automagically....
//-----------------------------------------------------------------------------
IGameSystemPerFrame::~IGameSystemPerFrame()
{
Remove( this );
}
//-----------------------------------------------------------------------------
// Adds a system to the list of systems to run
//-----------------------------------------------------------------------------
void IGameSystem::Add( IGameSystem* pSys )
{
s_GameSystems.AddToTail( pSys );
if ( dynamic_cast< IGameSystemPerFrame * >( pSys ) != NULL )
{
s_GameSystemsPerFrame.AddToTail( static_cast< IGameSystemPerFrame * >( pSys ) );
}
}
//-----------------------------------------------------------------------------
// Removes a system from the list of systems to update
//-----------------------------------------------------------------------------
void IGameSystem::Remove( IGameSystem* pSys )
{
s_GameSystems.FindAndRemove( pSys );
if ( dynamic_cast< IGameSystemPerFrame * >( pSys ) != NULL )
{
s_GameSystemsPerFrame.FindAndRemove( static_cast< IGameSystemPerFrame * >( pSys ) );
}
}
//-----------------------------------------------------------------------------
// Removes *all* systems from the list of systems to update
//-----------------------------------------------------------------------------
void IGameSystem::RemoveAll( )
{
s_GameSystems.RemoveAll();
s_GameSystemsPerFrame.RemoveAll();
}
//-----------------------------------------------------------------------------
// Client systems can use this to get at the map name
//-----------------------------------------------------------------------------
char const* IGameSystem::MapName()
{
return s_pMapName;
}
#ifndef CLIENT_DLL
CBasePlayer *IGameSystem::RunCommandPlayer()
{
return s_pRunCommandPlayer;
}
CUserCmd *IGameSystem::RunCommandUserCmd()
{
return s_pRunCommandUserCmd;
}
#endif
//-----------------------------------------------------------------------------
// Invokes methods on all installed game systems
//-----------------------------------------------------------------------------
bool IGameSystem::InitAllSystems()
{
int i;
{
// first add any auto systems to the end
CAutoGameSystem *pSystem = s_pSystemList;
while ( pSystem )
{
if ( s_GameSystems.Find( pSystem ) == s_GameSystems.InvalidIndex() )
{
Add( pSystem );
}
else
{
DevWarning( 1, "AutoGameSystem already added to game system list!!!\n" );
}
pSystem = pSystem->m_pNext;
}
s_pSystemList = NULL;
}
{
CAutoGameSystemPerFrame *pSystem = s_pPerFrameSystemList;
while ( pSystem )
{
if ( s_GameSystems.Find( pSystem ) == s_GameSystems.InvalidIndex() )
{
Add( pSystem );
}
else
{
DevWarning( 1, "AutoGameSystem already added to game system list!!!\n" );
}
pSystem = pSystem->m_pNext;
}
s_pSystemList = NULL;
}
// Now remember that we are initted so new CAutoGameSystems will add themselves automatically.
s_bSystemsInitted = true;
for ( i = 0; i < s_GameSystems.Count(); ++i )
{
MDLCACHE_COARSE_LOCK();
MDLCACHE_CRITICAL_SECTION();
IGameSystem *sys = s_GameSystems[i];
#if defined( _X360 )
char sz[128];
Q_snprintf( sz, sizeof( sz ), "%s->Init():Start", sys->Name() );
XBX_rTimeStampLog( Plat_FloatTime(), sz );
#endif
bool valid = sys->Init();
#if defined( _X360 )
Q_snprintf( sz, sizeof( sz ), "%s->Init():Finish", sys->Name() );
XBX_rTimeStampLog( Plat_FloatTime(), sz );
#endif
if ( !valid )
return false;
}
return true;
}
void IGameSystem::PostInitAllSystems( void )
{
InvokeMethod( &IGameSystem::PostInit, "PostInit" );
}
void IGameSystem::ShutdownAllSystems()
{
InvokeMethodReverseOrder( &IGameSystem::Shutdown );
}
void IGameSystem::LevelInitPreEntityAllSystems( char const* pMapName )
{
// Store off the map name
if ( s_pMapName )
{
delete[] s_pMapName;
}
int len = Q_strlen(pMapName) + 1;
s_pMapName = new char [ len ];
Q_strncpy( s_pMapName, pMapName, len );
InvokeMethodTickProgress( &IGameSystem::LevelInitPreEntity, "LevelInitPreEntity" );
}
void IGameSystem::LevelInitPostEntityAllSystems( void )
{
InvokeMethod( &IGameSystem::LevelInitPostEntity, "LevelInitPostEntity" );
}
void IGameSystem::LevelShutdownPreEntityAllSystems()
{
InvokeMethodReverseOrder( &IGameSystem::LevelShutdownPreEntity );
}
void IGameSystem::LevelShutdownPostEntityAllSystems()
{
InvokeMethodReverseOrder( &IGameSystem::LevelShutdownPostEntity );
if ( s_pMapName )
{
delete[] s_pMapName;
s_pMapName = 0;
}
}
void IGameSystem::OnSaveAllSystems()
{
InvokeMethod( &IGameSystem::OnSave );
}
void IGameSystem::OnRestoreAllSystems()
{
InvokeMethod( &IGameSystem::OnRestore );
}
void IGameSystem::SafeRemoveIfDesiredAllSystems()
{
InvokeMethodReverseOrder( &IGameSystem::SafeRemoveIfDesired );
}
#ifdef CLIENT_DLL
void IGameSystem::PreRenderAllSystems()
{
VPROF("IGameSystem::PreRenderAllSystems");
InvokePerFrameMethod( &IGameSystemPerFrame::PreRender );
}
void IGameSystem::UpdateAllSystems( float frametime )
{
SafeRemoveIfDesiredAllSystems();
int i;
int c = s_GameSystemsPerFrame.Count();
for ( i = 0; i < c; ++i )
{
IGameSystemPerFrame *sys = s_GameSystemsPerFrame[i];
MDLCACHE_CRITICAL_SECTION();
sys->Update( frametime );
}
}
void IGameSystem::PostRenderAllSystems()
{
InvokePerFrameMethod( &IGameSystemPerFrame::PostRender );
}
#else
void IGameSystem::FrameUpdatePreEntityThinkAllSystems()
{
VPROF("FrameUpdatePreEntityThinkAllSystems");
InvokePerFrameMethod( &IGameSystemPerFrame::FrameUpdatePreEntityThink );
}
void IGameSystem::FrameUpdatePostEntityThinkAllSystems()
{
VPROF("FrameUpdatePostEntityThinkAllSystems");
SafeRemoveIfDesiredAllSystems();
InvokePerFrameMethod( &IGameSystemPerFrame::FrameUpdatePostEntityThink );
}
void IGameSystem::PreClientUpdateAllSystems()
{
VPROF("PreClientUpdateAllSystems");
InvokePerFrameMethod( &IGameSystemPerFrame::PreClientUpdate );
}
#endif
//-----------------------------------------------------------------------------
// Invokes a method on all installed game systems in proper order
//-----------------------------------------------------------------------------
void InvokeMethod( GameSystemFunc_t f, char const *timed /*=0*/ )
{
NOTE_UNUSED( timed );
int i;
int c = s_GameSystems.Count();
for ( i = 0; i < c ; ++i )
{
IGameSystem *sys = s_GameSystems[i];
MDLCACHE_COARSE_LOCK();
MDLCACHE_CRITICAL_SECTION();
(sys->*f)();
}
}
//-----------------------------------------------------------------------------
// Invokes a method on all installed game systems in proper order
//-----------------------------------------------------------------------------
void InvokeMethodTickProgress( GameSystemFunc_t f, char const *timed /*=0*/ )
{
NOTE_UNUSED( timed );
int i;
int c = s_GameSystems.Count();
for ( i = 0; i < c ; ++i )
{
IGameSystem *sys = s_GameSystems[i];
MDLCACHE_COARSE_LOCK();
MDLCACHE_CRITICAL_SECTION();
#if defined( CLIENT_DLL )
engine->TickProgressBar();
#endif
(sys->*f)();
}
}
//-----------------------------------------------------------------------------
// Invokes a method on all installed game systems in proper order
//-----------------------------------------------------------------------------
void InvokePerFrameMethod( PerFrameGameSystemFunc_t f, char const *timed /*=0*/ )
{
NOTE_UNUSED( timed );
int i;
int c = s_GameSystemsPerFrame.Count();
for ( i = 0; i < c ; ++i )
{
IGameSystemPerFrame *sys = s_GameSystemsPerFrame[i];
#if (VPROF_LEVEL > 0) && defined(VPROF_ACCOUNT_GAMESYSTEMS) // make sure each game system is individually attributed
// because vprof nodes must really be constructed with a pointer to a static
// string, we can't create a temporary char[] here and sprintf a distinctive
// V_snprintf( buf, 63, "gamesys_preframe_%s", sys->Name() ). We'll have to
// settle for just the system name, and distinguish between pre and post frame
// in hierarchy.
VPROF( sys->Name() );
#endif
MDLCACHE_CRITICAL_SECTION();
(sys->*f)();
}
}
//-----------------------------------------------------------------------------
// Invokes a method on all installed game systems in reverse order
//-----------------------------------------------------------------------------
void InvokeMethodReverseOrder( GameSystemFunc_t f )
{
int i;
int c = s_GameSystems.Count();
for ( i = c; --i >= 0; )
{
IGameSystem *sys = s_GameSystems[i];
#if (VPROF_LEVEL > 0) && defined(VPROF_ACCOUNT_GAMESYSTEMS) // make sure each game system is individually attributed
// because vprof nodes must really be constructed with a pointer to a static
// string, we can't create a temporary char[] here and sprintf a distinctive
// V_snprintf( buf, 63, "gamesys_preframe_%s", sys->Name() ). We'll have to
// settle for just the system name, and distinguish between pre and post frame
// in hierarchy.
VPROF( sys->Name() );
#endif
MDLCACHE_CRITICAL_SECTION();
(sys->*f)();
}
}

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@ -1,4 +1,4 @@
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
@ -11,6 +11,37 @@
#pragma once
#endif
struct EventGameInit_t;
struct EventGameShutdown_t;
struct EventGamePostInit_t;
struct EventGamePreShutdown_t;
struct EventBuildGameSessionManifest_t;
struct EventGameActivate_t;
struct EventClientFullySignedOn_t;
struct EventDisconnect_t;
struct EventGameDeactivate_t;
struct EventSpawnGroupPrecache_t;
struct EventSpawnGroupUncache_t;
struct EventPreSpawnGroupLoad_t;
struct EventPostSpawnGroupLoad_t;
struct EventPreSpawnGroupUnload_t;
struct EventPostSpawnGroupUnload_t;
struct EventActiveSpawnGroupChanged_t;
struct EventClientPostDataUpdate_t;
struct EventClientPreRender_t;
struct EventClientPreEntityThink_t;
struct EventClientUpdate_t;
struct EventClientPostRender_t;
struct EventServerPreEntityThink_t;
struct EventServerPostEntityThink_t;
struct EventServerPreClientUpdate_t;
struct EventServerGamePostSimulate_t;
struct EventClientGamePostSimulate_t;
struct EventGameFrameBoundary_t;
struct EventOutOfGameFrameBoundary_t;
struct EventSaveGame_t;
struct EventRestoreGame_t;
//-----------------------------------------------------------------------------
// Game systems are singleton objects in the client + server codebase responsible for
// various tasks
@ -18,113 +49,84 @@
// order in which they are initialized and updated. They are shut down in
// reverse order from which they are initialized.
//-----------------------------------------------------------------------------
#ifdef GAME_DLL
class CBasePlayer;
class CUserCmd;
#endif
// UNDONE: Do these need GameInit/GameShutdown as well?
// UNDONE: Remove the Pre/Post entity semantics and rely on system ordering?
// FIXME: Remove all ifdef CLIENT_DLL if we can...
abstract_class IGameSystem
{
public:
// GameSystems are expected to implement these methods.
virtual char const *Name() = 0;
// Init, shutdown
// return true on success. false to abort DLL init!
virtual bool Init() = 0;
virtual void PostInit() = 0;
virtual void Shutdown() = 0;
// Level init, shutdown
virtual void LevelInitPreEntity() = 0;
// entities are created / spawned / precached here
virtual void LevelInitPostEntity() = 0;
// Game init, shutdown
virtual void GameInit(const EventGameInit_t* const msg) = 0;
virtual void GameShutdown(const EventGameShutdown_t* const msg) = 0;
virtual void GamePostInit(const EventGamePostInit_t* const msg) = 0;
virtual void GamePreShutdown(const EventGamePreShutdown_t* const msg) = 0;
virtual void LevelShutdownPreEntity() = 0;
// Entities are deleted / released here...
virtual void LevelShutdownPostEntity() = 0;
// end of level shutdown
// Called during game save
virtual void OnSave() = 0;
virtual void BuildGameSessionManifest(const EventBuildGameSessionManifest_t* const msg) = 0;
// Called during game restore, after the local player has connected and entities have been fully restored
virtual void OnRestore() = 0;
virtual void GameActivate(const EventGameActivate_t* const msg) = 0;
// Called every frame. It's safe to remove an igamesystem from within this callback.
virtual void SafeRemoveIfDesired() = 0;
virtual void ClientFullySignedOn(const EventClientFullySignedOn_t* const msg) = 0;
virtual void ClientDisconnect(const EventDisconnect_t* const msg) = 0;
virtual bool IsPerFrame() = 0;
virtual void GameDeactivate(const EventGameDeactivate_t* const msg) = 0;
// destructor, cleans up automagically....
virtual ~IGameSystem();
virtual void SpawnGroupPrecache(const EventSpawnGroupPrecache_t* const msg) = 0;
virtual void SpawnGroupUncache(const EventSpawnGroupUncache_t* const msg) = 0;
virtual void PreSpawnGroupLoad(const EventPreSpawnGroupLoad_t* const msg) = 0;
virtual void PostSpawnGroupLoad(const EventPostSpawnGroupLoad_t* const msg) = 0;
virtual void PreSpawnGroupUnload(const EventPreSpawnGroupUnload_t* const msg) = 0;
virtual void PostSpawnGroupUnload(const EventPostSpawnGroupUnload_t* const msg) = 0;
virtual void ActiveSpawnGroupChanged(const EventActiveSpawnGroupChanged_t* const msg) = 0;
// Client systems can use this to get at the map name
static char const* MapName();
virtual void PostDataUpdate(EventClientPostDataUpdate_t* const msg) = 0;
// These methods are used to add and remove server systems from the
// main server loop. The systems are invoked in the order in which
// they are added.
static void Add ( IGameSystem* pSys );
static void Remove ( IGameSystem* pSys );
static void RemoveAll ( );
// These methods are used to initialize, shutdown, etc all systems
static bool InitAllSystems();
static void PostInitAllSystems();
static void ShutdownAllSystems();
static void LevelInitPreEntityAllSystems( char const* pMapName );
static void LevelInitPostEntityAllSystems();
static void LevelShutdownPreEntityAllSystems();
static void LevelShutdownPostEntityAllSystems();
static void OnSaveAllSystems();
static void OnRestoreAllSystems();
static void SafeRemoveIfDesiredAllSystems();
#ifdef CLIENT_DLL
static void PreRenderAllSystems();
static void UpdateAllSystems( float frametime );
static void PostRenderAllSystems();
#else
static void FrameUpdatePreEntityThinkAllSystems();
static void FrameUpdatePostEntityThinkAllSystems();
static void PreClientUpdateAllSystems();
// Accessors for the above function
#ifdef GAME_DLL
static CBasePlayer *RunCommandPlayer();
static CUserCmd *RunCommandUserCmd();
#endif
#endif
};
class IGameSystemPerFrame : public IGameSystem
{
public:
// destructor, cleans up automagically....
virtual ~IGameSystemPerFrame();
#ifdef CLIENT_DLL
// Called before rendering
virtual void PreRender() = 0;
virtual void PreRender(const EventClientPreRender_t* const msg) = 0;
virtual void ClientPreEntityThink(const EventClientPreEntityThink_t* const msg) = 0;
virtual void unk_1271(const void* const msg) = 0;
// Gets called each frame
virtual void Update( float frametime ) = 0;
virtual void Update(const EventClientUpdate_t* const msg) = 0;
// Called after rendering
virtual void PostRender() = 0;
#else
virtual void PostRender(const EventClientPostRender_t* const msg) = 0;
// Called each frame before entities think
virtual void FrameUpdatePreEntityThink() = 0;
virtual void FrameUpdatePreEntityThink(const EventServerPreEntityThink_t* const msg) = 0;
// called after entities think
virtual void FrameUpdatePostEntityThink() = 0;
virtual void PreClientUpdate() = 0;
#endif
virtual void FrameUpdatePostEntityThink(const EventServerPostEntityThink_t* const msg) = 0;
virtual void PreClientUpdate(const EventServerPreClientUpdate_t* const msg) = 0;
virtual void unk_1277(const void* const msg) = 0;
virtual void unk_1278(const void* const msg) = 0;
virtual void OnServerGamePostSimulate(const EventServerGamePostSimulate_t* const msg) = 0;
virtual void OnClientGamePostSimulate(const EventClientGamePostSimulate_t* const msg) = 0;
virtual void unk_1281(const void* const msg) = 0;
virtual void FrameBoundary(const EventGameFrameBoundary_t* const msg) = 0;
virtual void OutOfGameFrameBoundary(const EventOutOfGameFrameBoundary_t* const msg) = 0;
virtual void SaveGame(const EventSaveGame_t* const msg) = 0;
virtual void RestoreGame(const EventRestoreGame_t* const msg) = 0;
virtual void unk_1285(const void* const msg) = 0;
virtual void unk_1286(const void* const msg) = 0;
virtual void unk_1287(const void* const msg) = 0;
virtual void unk_1288(const void* const msg) = 0;
virtual void unk_1289(const void* const msg) = 0;
virtual const char* GetName() = 0;
virtual void SetGameSystemGlobalPtrs(void* pValue) = 0;
virtual void SetName(const char* pName) = 0;
virtual bool DoesGameSystemReallocate() = 0;
virtual ~IGameSystem() {}
};
// Quick and dirty server system for users who don't care about precise ordering
@ -132,8 +134,10 @@ public:
class CBaseGameSystem : public IGameSystem
{
public:
virtual char const *Name() { return "unnamed"; }
CBaseGameSystem(const char* pszInitName = "unnamed")
: m_pName(pszInitName)
{
}
// Init, shutdown
// return true on success. false to abort DLL init!
@ -141,120 +145,84 @@ public:
virtual void PostInit() {}
virtual void Shutdown() {}
// Level init, shutdown
virtual void LevelInitPreEntity() {}
virtual void LevelInitPostEntity() {}
virtual void LevelShutdownPreEntity() {}
virtual void LevelShutdownPostEntity() {}
// Game init, shutdown
virtual void GameInit(const EventGameInit_t* const msg) {}
virtual void GameShutdown(const EventGameShutdown_t* const msg) {}
virtual void GamePostInit(const EventGamePostInit_t* const msg) {}
virtual void GamePreShutdown(const EventGamePreShutdown_t* const msg) {}
virtual void OnSave() {}
virtual void OnRestore() {}
virtual void SafeRemoveIfDesired() {}
virtual void BuildGameSessionManifest(const EventBuildGameSessionManifest_t* const msg) {}
virtual void GameActivate(const EventGameActivate_t* const msg) {}
virtual void ClientFullySignedOn(const EventClientFullySignedOn_t* const msg) {}
virtual void ClientDisconnect(const EventDisconnect_t* const msg) {}
virtual void GameDeactivate(const EventGameDeactivate_t* const msg) {}
virtual void SpawnGroupPrecache(const EventSpawnGroupPrecache_t* const msg) {}
virtual void SpawnGroupUncache(const EventSpawnGroupUncache_t* const msg) {}
virtual void PreSpawnGroupLoad(const EventPreSpawnGroupLoad_t* const msg) {}
virtual void PostSpawnGroupLoad(const EventPostSpawnGroupLoad_t* const msg) {}
virtual void PreSpawnGroupUnload(const EventPreSpawnGroupUnload_t* const msg) {}
virtual void PostSpawnGroupUnload(const EventPostSpawnGroupUnload_t* const msg) {}
virtual void ActiveSpawnGroupChanged(const EventActiveSpawnGroupChanged_t* const msg) {}
virtual void PostDataUpdate(EventClientPostDataUpdate_t* const msg) {}
// Called before rendering
virtual void PreRender(const EventClientPreRender_t* const msg) {}
virtual void ClientPreEntityThink(const EventClientPreEntityThink_t* const msg) {}
virtual void unk_1271(const void* const msg) {}
// Gets called each frame
virtual void Update(const EventClientUpdate_t* const msg) {}
// Called after rendering
virtual void PostRender(const EventClientPostRender_t* const msg) {}
// Called each frame before entities think
virtual void FrameUpdatePreEntityThink(const EventServerPreEntityThink_t* const msg) {}
// called after entities think
virtual void FrameUpdatePostEntityThink(const EventServerPostEntityThink_t* const msg) {}
virtual void PreClientUpdate(const EventServerPreClientUpdate_t* const msg) {}
virtual void unk_1277(const void* const msg) {}
virtual void unk_1278(const void* const msg) {}
virtual void OnServerGamePostSimulate(const EventServerGamePostSimulate_t* const msg) {}
virtual void OnClientGamePostSimulate(const EventClientGamePostSimulate_t* const msg) {}
virtual void unk_1281(const void* const msg) {}
virtual void FrameBoundary(const EventGameFrameBoundary_t* const msg) {}
virtual void OutOfGameFrameBoundary(const EventOutOfGameFrameBoundary_t* const msg) {}
virtual void SaveGame(const EventSaveGame_t* const msg) {}
virtual void RestoreGame(const EventRestoreGame_t* const msg) {}
virtual void unk_1285(const void* const msg) {}
virtual void unk_1286(const void* const msg) {}
virtual void unk_1287(const void* const msg) {}
virtual void unk_1288(const void* const msg) {}
virtual void unk_1289(const void* const msg) {}
virtual const char* GetName() { return m_pName; }
virtual void SetGameSystemGlobalPtrs(void* pValue) {}
virtual void SetName(const char* pName) { m_pName = pName; }
virtual bool DoesGameSystemReallocate() { return false; }
virtual ~CBaseGameSystem() {}
virtual bool IsPerFrame() { return false; }
private:
// Prevent anyone derived from CBaseGameSystem from implementing these, they need
// to derive from CBaseGameSystemPerFrame below!!!
#ifdef CLIENT_DLL
// Called before rendering
virtual void PreRender() {}
// Gets called each frame
virtual void Update( float frametime ) {}
// Called after rendering
virtual void PostRender() {}
#else
// Called each frame before entities think
virtual void FrameUpdatePreEntityThink() {}
// called after entities think
virtual void FrameUpdatePostEntityThink() {}
virtual void PreClientUpdate() {}
#endif
const char* m_pName;
};
// Quick and dirty server system for users who don't care about precise ordering
// and usually only want to implement a few of the callbacks
class CBaseGameSystemPerFrame : public IGameSystemPerFrame
{
public:
virtual char const *Name() { return "unnamed"; }
// Init, shutdown
// return true on success. false to abort DLL init!
virtual bool Init() { return true; }
virtual void PostInit() {}
virtual void Shutdown() {}
// Level init, shutdown
virtual void LevelInitPreEntity() {}
virtual void LevelInitPostEntity() {}
virtual void LevelShutdownPreEntity() {}
virtual void LevelShutdownPostEntity() {}
virtual void OnSave() {}
virtual void OnRestore() {}
virtual void SafeRemoveIfDesired() {}
virtual bool IsPerFrame() { return true; }
#ifdef CLIENT_DLL
// Called before rendering
virtual void PreRender () { }
// Gets called each frame
virtual void Update( float frametime ) { }
// Called after rendering
virtual void PostRender () { }
#else
// Called each frame before entities think
virtual void FrameUpdatePreEntityThink() { }
// called after entities think
virtual void FrameUpdatePostEntityThink() { }
virtual void PreClientUpdate() { }
#endif
};
// Quick and dirty server system for users who don't care about precise ordering
// and usually only want to implement a few of the callbacks
class CAutoGameSystem : public CBaseGameSystem
{
public:
CAutoGameSystem( char const *name = NULL ); // hooks in at startup, no need to explicitly add
CAutoGameSystem *m_pNext;
virtual char const *Name() { return m_pszName ? m_pszName : "unnamed"; }
private:
char const *m_pszName;
};
//-----------------------------------------------------------------------------
// Purpose: This is a CAutoGameSystem which also cares about the "per frame" hooks
//-----------------------------------------------------------------------------
class CAutoGameSystemPerFrame : public CBaseGameSystemPerFrame
{
public:
CAutoGameSystemPerFrame( char const *name = NULL );
CAutoGameSystemPerFrame *m_pNext;
virtual char const *Name() { return m_pszName ? m_pszName : "unnamed"; }
private:
char const *m_pszName;
};
//-----------------------------------------------------------------------------
// Purpose: This interface is here to add more hooks than IGameSystemPerFrame exposes,
// so we don't pollute it with hooks that only the tool cares about
//-----------------------------------------------------------------------------
class IToolFrameworkServer
{
public:
virtual void PreSetupVisibility() = 0;
protected:
virtual ~CAutoGameSystem() {};
};
#endif // IGAMESYSTEM_H

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@ -0,0 +1,167 @@
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef IGAMESYSTEMFACTORY_H
#define IGAMESYSTEMFACTORY_H
#ifdef _WIN32
#pragma once
#endif
#include "string.h"
#include "igamesystem.h"
/*
* AMNOTE: To register your own game system, CGameSystemStaticFactory could be used to register it,
* but since the actual factory lives inside the game originally and we don't have direct access to it
* you need provide the CBaseGameSystemFactory::sm_pFirst by whatever means are possible to you.
*
* Once CBaseGameSystemFactory::sm_pFirst is initialized and correct address provided,
* you can create your own gamesystem (refer to igamesystem.h on what it should be like) and register it
* via ``new CGameSystemStaticFactory<YourGameSystemClass>( "YourGameSystemName", &PointerToYourGameSystemInstance )``
* the new factory object would be created and if all is done correctly your game system should be viewable to the game
* and its callbacks should trigger.
*/
abstract_class IGameSystemFactory
{
public:
virtual bool Init() = 0;
virtual void PostInit() = 0;
virtual void Shutdown() = 0;
virtual IGameSystem* CreateGameSystem() = 0;
virtual void DestroyGameSystem(IGameSystem* pGameSystem) = 0;
virtual bool ShouldAutoAdd() = 0;
virtual int GetPriority() = 0;
virtual void SetGlobalPtr(void* pValue) = 0;
virtual bool IsReallocating() = 0;
virtual IGameSystem* GetStaticGameSystem() = 0;
};
class CBaseGameSystemFactory : public IGameSystemFactory
{
protected:
CBaseGameSystemFactory(const char* pName)
{
m_pName = pName;
m_pNext = *CBaseGameSystemFactory::sm_pFirst;
*CBaseGameSystemFactory::sm_pFirst = this;
}
private:
CBaseGameSystemFactory* m_pNext;
const char* m_pName;
public:
static IGameSystem* GetGlobalPtrByName(const char* pName)
{
CBaseGameSystemFactory* pFactoryList = *CBaseGameSystemFactory::sm_pFirst;
while (pFactoryList)
{
if (strcmp(pFactoryList->m_pName, pName) == 0)
{
return pFactoryList->GetStaticGameSystem();
}
pFactoryList = pFactoryList->m_pNext;
}
return nullptr;
}
// AMNOTE: This needs to be provided by a thirdparty application,
// and is required if you want to register your own gamesystem
static CBaseGameSystemFactory** sm_pFirst;
};
template <class T, class U = T>
class CGameSystemStaticFactory : public CBaseGameSystemFactory
{
public:
CGameSystemStaticFactory(const char* pName, T* pActualGlobal, U** ppGlobalPointer = nullptr) : CBaseGameSystemFactory(pName)
{
m_pActualGlobal = pActualGlobal;
m_ppGlobalPointer = ppGlobalPointer;
pActualGlobal->SetName(pName);
}
bool Init() override { return m_pActualGlobal->Init(); }
void PostInit() override { m_pActualGlobal->PostInit(); }
void Shutdown() override { m_pActualGlobal->Shutdown(); }
IGameSystem* CreateGameSystem() override
{
m_pActualGlobal->SetGameSystemGlobalPtrs(m_pActualGlobal);
return m_pActualGlobal;
}
void DestroyGameSystem(IGameSystem* pGameSystem) override
{
m_pActualGlobal->SetGameSystemGlobalPtrs(nullptr);
}
bool ShouldAutoAdd() override { return true; }
int GetPriority() override { return 0; }
void SetGlobalPtr(void* pValue) override
{
if (m_ppGlobalPointer)
{
*m_ppGlobalPointer = reinterpret_cast<T*>(pValue);
}
}
bool IsReallocating() override { return false; }
IGameSystem* GetStaticGameSystem() override { return m_pActualGlobal; }
private:
T* m_pActualGlobal;
U** m_ppGlobalPointer;
};
template <class T, class U = T>
class CGameSystemReallocatingFactory : public CBaseGameSystemFactory
{
public:
CGameSystemReallocatingFactory(const char* pName, U** ppGlobalPointer = nullptr) : CBaseGameSystemFactory(pName)
{
m_ppGlobalPointer = ppGlobalPointer;
}
bool Init() override { return true; }
void PostInit() override { }
void Shutdown() override { }
IGameSystem* CreateGameSystem() override
{
T* pObject = new T();
pObject->SetGameSystemGlobalPtrs(pObject);
return pObject;
}
void DestroyGameSystem(IGameSystem* pGameSystem) override
{
pGameSystem->SetGameSystemGlobalPtrs(nullptr);
delete pGameSystem;
}
bool ShouldAutoAdd() override { return true; }
int GetPriority() override { return 0; }
void SetGlobalPtr(void* pValue) override
{
if (m_ppGlobalPointer)
{
*m_ppGlobalPointer = reinterpret_cast<T*>(pValue);
}
}
bool IsReallocating() override { return true; }
IGameSystem* GetStaticGameSystem() override { return nullptr; }
private:
U** m_ppGlobalPointer;
};
#endif // IGAMESYSTEMFACTORY_H