mirror of
https://github.com/mapbase-source/source-sdk-2013.git
synced 2025-03-04 17:55:28 +03:00
baseanimating.h baseanimating.cpp - Added CBaseAnimating::SequenceDuration (ScriptSequenceDuration) - Added CBaseAnimating::GetPlaybackRate - Added CBaseAnimating::SetPlaybackRate - Added CBaseAnimating::GetCycle - Added CBaseAnimating::SetCycle triggers.h triggers.cpp - Fixed CTriggerCamera::ScriptSetFov setting player FOV while disabled - Added CBaseTrigger::Enable - Added CBaseTrigger::Disable - Added CBaseTrigger::TouchTest - Added CBaseTrigger::IsTouching (ScriptIsTouching) vscript_server.nut vscript_server.cpp - Added CEntities::FindByClassnameWithinBox - Added ::SendToConsoleServer - Added ::CancelEntityIOEvent - Added ::GetEntityIOEventTimeLeft - Moved ScriptDispatchParticleEffect to shared code eventqueue.h cbase.h cbase.cpp - Set entity I/O con output colour - Added (CEventQueue::CancelEventsByInput) - Added (CEventQueue::RemoveEvent) - Added (CEventQueue::GetTimeLeft) baseentity.h baseentity.cpp - Added CBaseEntity::SetTransmitState - Added CBaseEntity::GetTransmitState - Added CBaseEntity::AcceptInput (ScriptAcceptInput) - Added CBaseEntity::FireOutput (ScriptFireOutput) - Added CBaseEntity::GetMaxOutputDelay - Added CBaseEntity::CancelEventsByInput - Added player_use event on InputUse - Fixed InputKill on players ivscript.h vscript_squirrel.cpp - Added IScriptVM::ArrayAppend - Fixed buffer overflow crash - Increased print buffer to 2048 from 256 - Set vscript print output colour vscript_funcs_shared.cpp - Added CNetMsgScriptHelper (CScriptGameEventListener) - Added ::ListenToGameEvent - Added ::StopListeningToGameEvent - Added ::StopListeningToAllGameEvents - Added ::FireGameEvent - Added ::FireGameEventLocal (CScriptSaveRestoreUtil) - Added ::SaveTable - Added ::RestoreTable - Added ::ClearSavedTable - Added callbacks ::OnSave, ::OnRestore (CScriptReadWriteFile) - Added ::StringToFile - Added ::FileToString - Added GlobalSys::GetCommandLine - Added GlobalSys::CommandLineCheck - Added GlobalSys::CommandLineCheckStr - Added GlobalSys::CommandLineCheckFloat - Added GlobalSys::CommandLineCheckInt - Added ::GetCPUUsage - Added ::NXPrint - Added ::Msg (ScriptMsg) - Removed misplaced condition checks - Fixed ScriptEntitiesInBox, *AtPoint, *InSphere logic_eventlistener.cpp - Removed redundant dev msg gamestringpool.cpp - Fixed string pool dump sort
146 lines
4.0 KiB
C++
146 lines
4.0 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "utlhashtable.h"
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#ifndef GC
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#include "igamesystem.h"
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#endif
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#include "gamestringpool.h"
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#if defined(MAPBASE) && defined(GAME_DLL)
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#include "mapbase/GlobalStrings.h"
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// Purpose: The actual storage for pooled per-level strings
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//-----------------------------------------------------------------------------
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#ifdef GC
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class CGameStringPool
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#else
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class CGameStringPool : public CBaseGameSystem
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#endif
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{
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virtual char const *Name() { return "CGameStringPool"; }
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#if defined(MAPBASE) && defined(GAME_DLL)
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virtual void LevelInitPreEntity() { InitGlobalStrings(); }
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#endif
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virtual void LevelShutdownPostEntity() { FreeAll(); }
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void FreeAll()
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{
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#if 0 && _DEBUG
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m_Strings.DbgCheckIntegrity();
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m_KeyLookupCache.DbgCheckIntegrity();
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#endif
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m_Strings.Purge();
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m_KeyLookupCache.Purge();
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}
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CUtlHashtable<CUtlConstString> m_Strings;
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CUtlHashtable<const void*, const char*> m_KeyLookupCache;
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public:
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CGameStringPool() : m_Strings(256) { }
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~CGameStringPool() { FreeAll(); }
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void Dump( void )
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{
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CUtlVector<const char*> strings( 0, m_Strings.Count() );
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for ( UtlHashHandle_t i = m_Strings.FirstHandle(); i != m_Strings.InvalidHandle(); i = m_Strings.NextHandle(i) )
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{
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strings.AddToTail( m_Strings[i] );
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}
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struct _Local {
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static int __cdecl F(const char * const *a, const char * const *b) { return strcmp(*a, *b); }
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};
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strings.Sort( _Local::F );
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for ( int i = 0; i < strings.Count(); ++i )
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{
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DevMsg( " %d (0x%p) : %s\n", i, strings[i], strings[i] );
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}
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DevMsg( "\n" );
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DevMsg( "Size: %d items\n", strings.Count() );
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}
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const char *Find(const char *string)
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{
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UtlHashHandle_t i = m_Strings.Find( string );
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return i == m_Strings.InvalidHandle() ? NULL : m_Strings[ i ].Get();
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}
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const char *Allocate(const char *string)
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{
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return m_Strings[ m_Strings.Insert( string ) ].Get();
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}
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const char *AllocateWithKey(const char *string, const void* key)
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{
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const char * &cached = m_KeyLookupCache[ m_KeyLookupCache.Insert( key, NULL ) ];
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if (cached == NULL)
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{
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cached = Allocate( string );
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}
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return cached;
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}
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};
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static CGameStringPool g_GameStringPool;
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#ifndef GC
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//-----------------------------------------------------------------------------
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// String system accessor
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//-----------------------------------------------------------------------------
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IGameSystem *GameStringSystem()
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{
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return &g_GameStringPool;
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}
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#endif
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//-----------------------------------------------------------------------------
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// Purpose: The public accessor for the level-global pooled strings
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//-----------------------------------------------------------------------------
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string_t AllocPooledString( const char * pszValue )
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{
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if (pszValue && *pszValue)
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return MAKE_STRING( g_GameStringPool.Allocate( pszValue ) );
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return NULL_STRING;
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}
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string_t AllocPooledString_StaticConstantStringPointer( const char * pszGlobalConstValue )
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{
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Assert(pszGlobalConstValue && *pszGlobalConstValue);
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return MAKE_STRING( g_GameStringPool.AllocateWithKey( pszGlobalConstValue, pszGlobalConstValue ) );
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}
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string_t FindPooledString( const char *pszValue )
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{
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return MAKE_STRING( g_GameStringPool.Find( pszValue ) );
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}
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#if !defined(CLIENT_DLL) && !defined( GC )
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//------------------------------------------------------------------------------
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// Purpose:
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//------------------------------------------------------------------------------
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void CC_DumpGameStringTable( void )
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{
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if ( !UTIL_IsCommandIssuedByServerAdmin() )
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return;
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g_GameStringPool.Dump();
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}
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static ConCommand dumpgamestringtable("dumpgamestringtable", CC_DumpGameStringTable, "Dump the contents of the game string table to the console.", FCVAR_CHEAT);
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#endif
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