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csgo2_tiny_server_plugin_sy…/csgo2/sdk/gameevent/IGameEvent.h

256 lines
9.0 KiB
C++

#pragma once
#include "../sdk.h"
#include "../player/playerslot.h"
#include "../player/player.h"
#include "../handle/basehandle.h"
#include "../interfaces/interfaces.h"
class CMsgSource1LegacyGameEvent;
class CUtlString;
class IToolGameEventAPI {
virtual void unk001(void*) = 0;
};
static auto MurmurHash2(const void* key, int len, uint32 seed) -> uint32_t
{
#define LittleDWord( val ) ( val )
// 'm' and 'r' are mixing constants generated offline.
// They're not really 'magic', they just happen to work well.
const uint32 m = 0x5bd1e995;
const int r = 24;
// Initialize the hash to a 'random' value
uint32 h = seed ^ len;
// Mix 4 bytes at a time into the hash
const unsigned char* data = (const unsigned char*)key;
while (len >= 4)
{
uint32 k = LittleDWord(*(uint32*)data);
k *= m;
k ^= k >> r;
k *= m;
h *= m;
h ^= k;
data += 4;
len -= 4;
}
// Handle the last few bytes of the input array
switch (len)
{
case 3: h ^= data[2] << 16;
case 2: h ^= data[1] << 8;
case 1: h ^= data[0];
h *= m;
};
// Do a few final mixes of the hash to ensure the last few
// bytes are well-incorporated.
h ^= h >> 13;
h *= m;
h ^= h >> 15;
return h;
}
struct GameEventKeySymbol_t {
GameEventKeySymbol_t(const char* keyName) {
if (keyName != nullptr) {
m_nHashCode = MurmurHash2(keyName, strlen(keyName), 0x31415926);
m_pszKeyName = keyName;
}
}
uint64_t m_nHashCode;
const char* m_pszKeyName;
};
class IHandleEntity
{
virtual void Schema_DynamicBinding(void**) = 0;
public:
virtual ~IHandleEntity() = 0;
virtual const CEntityHandle GetRefEHandle() const = 0;
};
class IGameEvent{
public:
virtual ~IGameEvent() {};
virtual const char* GetName() const = 0; // get event name
virtual int GetID() const = 0;
virtual bool IsReliable() const = 0; // if event handled reliable
virtual bool IsLocal() const = 0; // if event is never networked
virtual bool IsEmpty(const GameEventKeySymbol_t
& keySymbol) = 0; // check if data field exists
// Data access
virtual bool GetBool(const GameEventKeySymbol_t& keySymbol,
bool defaultValue = false) = 0;
virtual int GetInt(const GameEventKeySymbol_t& keySymbol,
int defaultValue = 0) = 0;
virtual uint64 GetUint64(const GameEventKeySymbol_t& keySymbol,
uint64 defaultValue = 0) = 0;
virtual float GetFloat(const GameEventKeySymbol_t& keySymbol,
float defaultValue = 0.0f) = 0;
virtual const char* GetString(const GameEventKeySymbol_t& keySymbol,
const char* defaultValue = "") = 0;
virtual void* GetPtr(const GameEventKeySymbol_t& keySymbol) = 0;
virtual CEntityHandle GetEHandle(
const GameEventKeySymbol_t& keySymbol,
CEntityHandle defaultValue = CEntityHandle()) = 0;
// Returns the entity instance, mostly used for _pawn keys, might return 0
// if used on any other key (even on a controller).
virtual IHandleEntity* GetEntity(
const GameEventKeySymbol_t& keySymbol,
IHandleEntity* fallbackInstance = NULL) = 0;
virtual CEntityIndex GetEntityIndex(
const GameEventKeySymbol_t& keySymbol,
CEntityIndex defaultValue = CEntityIndex(-1)) = 0;
virtual CPlayerSlot GetPlayerSlot(
const GameEventKeySymbol_t& keySymbol) = 0;
virtual IHandleEntity* GetPlayerController(
const GameEventKeySymbol_t& keySymbol) = 0;
virtual IHandleEntity* GetPlayerPawn(
const GameEventKeySymbol_t& keySymbol) = 0;
// Returns the EHandle for the _pawn entity.
virtual CEntityHandle GetPawnEHandle(
const GameEventKeySymbol_t& keySymbol) = 0;
// Returns the CEntityIndex for the _pawn entity.
virtual CEntityIndex GetPawnEntityIndex(
const GameEventKeySymbol_t& keySymbol) = 0;
virtual void SetBool(const GameEventKeySymbol_t& keySymbol, bool value) = 0;
virtual void SetInt(const GameEventKeySymbol_t& keySymbol, int value) = 0;
virtual void SetUint64(const GameEventKeySymbol_t& keySymbol,
uint64 value) = 0;
virtual void SetFloat(const GameEventKeySymbol_t& keySymbol,
float value) = 0;
virtual void SetString(const GameEventKeySymbol_t& keySymbol,
const char* value) = 0;
virtual void SetPtr(const GameEventKeySymbol_t& keySymbol, void* value) = 0;
virtual void SetEntity(const GameEventKeySymbol_t& keySymbol,
CEntityIndex value) = 0;
virtual void SetEntity(const GameEventKeySymbol_t& keySymbol,
IHandleEntity* value) = 0;
// Also sets the _pawn key
virtual void SetPlayer(const GameEventKeySymbol_t& keySymbol,
CPlayerSlot value) = 0;
// Also sets the _pawn key (Expects pawn entity to be passed)
virtual void SetPlayer(const GameEventKeySymbol_t& keySymbol,
IHandleEntity* pawn) = 0;
// Expects pawn entity to be passed, will set the controller entity as a
// controllerKeyName and pawn entity as a pawnKeyName.
virtual void SetPlayerRaw(const GameEventKeySymbol_t& controllerKeySymbol,
const GameEventKeySymbol_t& pawnKeySymbol,
IHandleEntity* pawn) = 0;
virtual bool HasKey(const GameEventKeySymbol_t& keySymbol) = 0;
// Something script vm related
virtual void unk001() = 0;
// Not based on keyvalues anymore as it seems like
virtual void* GetDataKeys() const = 0;
};
class IGameEventListener2 {
public:
virtual ~IGameEventListener2(void){};
// FireEvent is called by EventManager if event just occured
// KeyValue memory will be freed by manager if not needed anymore
virtual void FireGameEvent(IGameEvent* event) = 0;
};
class IGameEventManager2 : public IBaseInterface, public IToolGameEventAPI {
public:
virtual ~IGameEventManager2(void){};
// load game event descriptions from a file eg "resource\gameevents.res"
virtual int LoadEventsFromFile(const char* filename, bool bSearchAll) = 0;
// removes all and anything
virtual void Reset() = 0;
// adds a listener for a particular event
virtual bool AddListener(IGameEventListener2* listener, const char* name,
bool bServerSide) = 0;
// returns true if this listener is listens to given event
virtual bool FindListener(IGameEventListener2* listener,
const char* name) = 0;
// removes a listener
virtual void RemoveListener(IGameEventListener2* listener) = 0;
// create an event by name, but doesn't fire it. returns NULL is event is
// not known or no listener is registered for it. bForce forces the creation
// even if no listener is active
virtual IGameEvent* CreateEvent(const char* name, bool bForce = false,
int* pCookie = NULL) = 0;
// fires a server event created earlier, if bDontBroadcast is set, event is
// not send to clients
virtual bool FireEvent(IGameEvent* event, bool bDontBroadcast = false) = 0;
// fires an event for the local client only, should be used only by client
// code
virtual bool FireEventClientSide(IGameEvent* event) = 0;
// create a new copy of this event, must be free later
virtual IGameEvent* DuplicateEvent(IGameEvent* event) = 0;
// if an event was created but not fired for some reason, it has to bee
// freed, same UnserializeEvent
virtual void FreeEvent(IGameEvent* event) = 0;
// write/read event to/from bitbuffer
virtual bool SerializeEvent(IGameEvent* event,
CMsgSource1LegacyGameEvent* ev) = 0;
virtual IGameEvent* UnserializeEvent(
const CMsgSource1LegacyGameEvent&
ev) = 0; // create new KeyValues, must be deleted
virtual int LookupEventId(const char* name) = 0;
virtual void PrintEventToString(IGameEvent* event, CUtlString& out) = 0;
virtual bool HasEventDescriptor(const char* name) = 0;
};
class CGameEventManager : public IGameEventManager2 {
public: // IGameEventManager functions
virtual ~CGameEventManager() = 0;
virtual int LoadEventsFromFile(const char* filename) = 0;
virtual void Reset() = 0;
virtual bool AddListener(IGameEventListener2* listener, const char* name,
bool bServerSide) = 0;
virtual bool FindListener(IGameEventListener2* listener,
const char* name) = 0;
virtual void RemoveListener(IGameEventListener2* listener) = 0;
virtual IGameEvent* CreateEvent(const char* name, bool bForce = false) = 0;
virtual IGameEvent* DuplicateEvent(IGameEvent* event) = 0;
virtual bool FireEvent(IGameEvent* event, bool bDontBroadcast = false) = 0;
virtual bool FireEventClientSide(IGameEvent* event) = 0;
};