diff options
| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/eventqueue.h | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/server/eventqueue.h')
| -rw-r--r-- | game/server/eventqueue.h | 83 |
1 files changed, 83 insertions, 0 deletions
diff --git a/game/server/eventqueue.h b/game/server/eventqueue.h new file mode 100644 index 0000000..1c7f030 --- /dev/null +++ b/game/server/eventqueue.h @@ -0,0 +1,83 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: A global class that holds a prioritized queue of entity I/O events. +// Events can be posted with a nonzero delay, which determines how long +// they are held before being dispatched to their recipients. +// +// The queue is serviced once per server frame. +// +//=============================================================================// + +#ifndef EVENTQUEUE_H +#define EVENTQUEUE_H +#ifdef _WIN32 +#pragma once +#endif + +#include "mempool.h" + +struct EventQueuePrioritizedEvent_t +{ + float m_flFireTime; + string_t m_iTarget; + string_t m_iTargetInput; + EHANDLE m_pActivator; + EHANDLE m_pCaller; + int m_iOutputID; + EHANDLE m_pEntTarget; // a pointer to the entity to target; overrides m_iTarget + + variant_t m_VariantValue; // variable-type parameter + + EventQueuePrioritizedEvent_t *m_pNext; + EventQueuePrioritizedEvent_t *m_pPrev; + + DECLARE_SIMPLE_DATADESC(); + + DECLARE_FIXEDSIZE_ALLOCATOR( PrioritizedEvent_t ); +}; + +class CEventQueue +{ +public: + // pushes an event into the queue, targeting a string name (m_iName), or directly by a pointer + void AddEvent( const char *target, const char *action, variant_t Value, float fireDelay, CBaseEntity *pActivator, CBaseEntity *pCaller, int outputID = 0 ); + void AddEvent( CBaseEntity *target, const char *action, float fireDelay, CBaseEntity *pActivator, CBaseEntity *pCaller, int outputID = 0 ); + void AddEvent( CBaseEntity *target, const char *action, variant_t Value, float fireDelay, CBaseEntity *pActivator, CBaseEntity *pCaller, int outputID = 0 ); + + void CancelEvents( CBaseEntity *pCaller ); + void CancelEventOn( CBaseEntity *pTarget, const char *sInputName ); + bool HasEventPending( CBaseEntity *pTarget, const char *sInputName ); + + // services the queue, firing off any events who's time hath come + void ServiceEvents( void ); + + // debugging + void ValidateQueue( void ); + + // serialization + int Save( ISave &save ); + int Restore( IRestore &restore ); + + CEventQueue(); + ~CEventQueue(); + + void Init( void ); + void Clear( void ); // resets the list + + void Dump( void ); + +private: + + void AddEvent( EventQueuePrioritizedEvent_t *event ); + void RemoveEvent( EventQueuePrioritizedEvent_t *pe ); + + DECLARE_SIMPLE_DATADESC(); + EventQueuePrioritizedEvent_t m_Events; + int m_iListCount; +}; + +extern CEventQueue g_EventQueue; + + +#endif // EVENTQUEUE_H + |