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Added a way to tell apart console-executed events from code-executed SendNetworkEvent
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parent
f4b0435e66
commit
21ecd714ec
4 changed files with 24 additions and 12 deletions
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@ -2676,7 +2676,8 @@ void Net_DoCommand (int type, BYTE **stream, int player)
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int arg[3] = { 0, 0, 0 };
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for (int i = 0; i < 3; i++)
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arg[i] = ReadLong(stream);
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E_Console(player, s, arg[0], arg[1], arg[2]);
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bool manual = ReadByte(stream);
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E_Console(player, s, arg[0], arg[1], arg[2], manual);
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}
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break;
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@ -2727,7 +2728,7 @@ void Net_SkipCommand (int type, BYTE **stream)
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break;
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case DEM_NETEVENT:
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skip = strlen((char *)(*stream)) + 14;
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skip = strlen((char *)(*stream)) + 15;
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break;
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case DEM_SUMMON2:
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@ -117,7 +117,7 @@ bool E_UnregisterHandler(DStaticEventHandler* handler)
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return true;
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}
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bool E_SendNetworkEvent(FString name, int arg1, int arg2, int arg3)
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bool E_SendNetworkEvent(FString name, int arg1, int arg2, int arg3, bool manual)
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{
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if (gamestate != GS_LEVEL)
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return false;
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@ -128,6 +128,7 @@ bool E_SendNetworkEvent(FString name, int arg1, int arg2, int arg3)
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Net_WriteLong(arg1);
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Net_WriteLong(arg2);
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Net_WriteLong(arg3);
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Net_WriteByte(manual);
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return true;
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}
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@ -433,10 +434,10 @@ bool E_Responder(event_t* ev)
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return false;
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}
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void E_Console(int player, FString name, int arg1, int arg2, int arg3)
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void E_Console(int player, FString name, int arg1, int arg2, int arg3, bool manual)
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{
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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handler->ConsoleProcess(player, name, arg1, arg2, arg3);
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handler->ConsoleProcess(player, name, arg1, arg2, arg3, manual);
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}
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bool E_CheckUiProcessors()
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@ -523,6 +524,7 @@ DEFINE_FIELD_X(InputEvent, DInputEvent, MouseY);
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DEFINE_FIELD_X(ConsoleEvent, DConsoleEvent, Player)
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DEFINE_FIELD_X(ConsoleEvent, DConsoleEvent, Name)
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DEFINE_FIELD_X(ConsoleEvent, DConsoleEvent, Args)
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DEFINE_FIELD_X(ConsoleEvent, DConsoleEvent, IsManual)
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DEFINE_ACTION_FUNCTION(DStaticEventHandler, SetOrder)
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{
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@ -545,7 +547,7 @@ DEFINE_ACTION_FUNCTION(DEventHandler, SendNetworkEvent)
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PARAM_INT(arg3);
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//
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ACTION_RETURN_BOOL(E_SendNetworkEvent(name, arg1, arg2, arg3));
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ACTION_RETURN_BOOL(E_SendNetworkEvent(name, arg1, arg2, arg3, false));
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}
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DEFINE_ACTION_FUNCTION(DEventHandler, Create)
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@ -1091,10 +1093,11 @@ static DConsoleEvent* E_SetupConsoleEvent()
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e->Name = "";
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for (size_t i = 0; i < countof(e->Args); i++)
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e->Args[i] = 0;
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e->IsManual = false;
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return e;
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}
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void DStaticEventHandler::ConsoleProcess(int player, FString name, int arg1, int arg2, int arg3)
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void DStaticEventHandler::ConsoleProcess(int player, FString name, int arg1, int arg2, int arg3, bool manual)
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{
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if (player < 0)
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{
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@ -1111,6 +1114,7 @@ void DStaticEventHandler::ConsoleProcess(int player, FString name, int arg1, int
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e->Args[0] = arg1;
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e->Args[1] = arg2;
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e->Args[2] = arg3;
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e->IsManual = manual;
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VMValue params[2] = { (DStaticEventHandler*)this, e };
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GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
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@ -1131,6 +1135,7 @@ void DStaticEventHandler::ConsoleProcess(int player, FString name, int arg1, int
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e->Args[0] = arg1;
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e->Args[1] = arg2;
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e->Args[2] = arg3;
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e->IsManual = manual;
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VMValue params[2] = { (DStaticEventHandler*)this, e };
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GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
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@ -1162,7 +1167,7 @@ CCMD(event)
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for (int i = 0; i < argn; i++)
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arg[i] = atoi(argv[2 + i]);
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// call locally
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E_Console(-1, argv[1], arg[0], arg[1], arg[2]);
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E_Console(-1, argv[1], arg[0], arg[1], arg[2], true);
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}
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}
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@ -1187,6 +1192,6 @@ CCMD(netevent)
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for (int i = 0; i < argn; i++)
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arg[i] = atoi(argv[2 + i]);
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// call networked
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E_SendNetworkEvent(argv[1], arg[0], arg[1], arg[2]);
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E_SendNetworkEvent(argv[1], arg[0], arg[1], arg[2], true);
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}
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}
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@ -58,10 +58,10 @@ void E_PlayerDisconnected(int num);
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// this executes on events.
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bool E_Responder(event_t* ev); // splits events into InputProcess and UiProcess
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// this executes on console/net events.
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void E_Console(int player, FString name, int arg1, int arg2, int arg3);
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void E_Console(int player, FString name, int arg1, int arg2, int arg3, bool manual);
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// send networked event. unified function.
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bool E_SendNetworkEvent(FString name, int arg1, int arg2, int arg3);
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bool E_SendNetworkEvent(FString name, int arg1, int arg2, int arg3, bool manual);
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// check if there is anything that should receive GUI events
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bool E_CheckUiProcessors();
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@ -152,7 +152,7 @@ public:
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bool UiProcess(event_t* ev);
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//
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void ConsoleProcess(int player, FString name, int arg1, int arg2, int arg3);
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void ConsoleProcess(int player, FString name, int arg1, int arg2, int arg3, bool manual);
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};
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class DEventHandler : public DStaticEventHandler
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{
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@ -300,10 +300,13 @@ public:
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//
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FString Name;
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int Args[3];
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//
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bool IsManual;
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DConsoleEvent()
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{
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Player = -1;
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IsManual = false;
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}
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};
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@ -275,8 +275,11 @@ class ConsoleEvent : BaseEvent native version("2.4")
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// for net events, this will be the activator.
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// for UI events, this is always -1, and you need to check if level is loaded and use players[consoleplayer].
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native readonly int Player;
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// this is the name and args as specified in SendNetworkEvent or event/netevent CCMDs
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native readonly String Name;
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native readonly int Args[3];
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// this will be true if the event is fired from the console by event/netevent CCMD
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native readonly bool IsManual;
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}
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class StaticEventHandler : Object native play version("2.4")
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