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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/server/eventqueue.h
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
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+//========= 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
+