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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "quakedef.h"
#include "networkstringtable.h"
#include "networkstringtableitem.h"
#include "networkstringtable.h"
#include "utlvector.h"
#include "eiface.h"
#include "server.h"
#include "framesnapshot.h"
#include "utlsymbol.h"
#include "utlrbtree.h"
#include "host.h"
#include "LocalNetworkBackdoor.h"
#include "demo.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static CNetworkStringTableContainer s_NetworkStringTableServer;
CNetworkStringTableContainer *networkStringTableContainerServer = &s_NetworkStringTableServer;
// Expose interface
EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CNetworkStringTableContainerServer, INetworkStringTableContainer, INTERFACENAME_NETWORKSTRINGTABLESERVER, s_NetworkStringTableServer );
#ifdef SHARED_NET_STRING_TABLES
// Expose same interface to client .dll as client string tables
EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CNetworkStringTableContainer, INetworkStringTableContainer, INTERFACENAME_NETWORKSTRINGTABLECLIENT, s_NetworkStringTableServer );
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void SV_CreateNetworkStringTables( void )
{
// Remove any existing tables
s_NetworkStringTableServer.RemoveAllTables();
// Unset timing guard and create tables
s_NetworkStringTableServer.AllowCreation( true );
// Create engine tables
sv.CreateEngineStringTables();
// Create game code tables
serverGameDLL->CreateNetworkStringTables();
s_NetworkStringTableServer.AllowCreation( false );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void SV_PrintStringTables( void )
{
s_NetworkStringTableServer.Dump();
}
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