UNTESTED! Switch to ke::LinkedList<ke::AString> for PrintfBuffer.
Switch from OnGameFrame to FramAction. Fix compiling on Episode1 by essentially disabling the feature.
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68e5c00f48
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@ -95,9 +95,10 @@ SH_DECL_EXTERN0_void(ConCommand, Dispatch, SH_NOATTRIB, false);
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#endif
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SH_DECL_HOOK2_void(IVEngineServer, ClientPrintf, SH_NOATTRIB, 0, edict_t *, const char *);
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static void FrameHook(bool simulating)
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static void PrintfBuffer_FrameAction(void *data)
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{
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g_Players.OnGameFrame();
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int client = (int)(intptr_t)data;
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g_Players.OnPrintfFrameAction(client);
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}
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ConCommand *maxplayersCmd = NULL;
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@ -212,12 +213,10 @@ void PlayerManager::OnSourceModAllInitialized()
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SH_ADD_HOOK(ConCommand, Dispatch, pCmd, SH_STATIC(CmdMaxplayersCallback), true);
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maxplayersCmd = pCmd;
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}
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g_SourceMod.AddGameFrameHook(&FrameHook);
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}
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void PlayerManager::OnSourceModShutdown()
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{
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g_SourceMod.RemoveGameFrameHook(&FrameHook);
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SH_REMOVE_HOOK(IServerGameClients, ClientConnect, serverClients, SH_MEMBER(this, &PlayerManager::OnClientConnect), false);
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SH_REMOVE_HOOK(IServerGameClients, ClientConnect, serverClients, SH_MEMBER(this, &PlayerManager::OnClientConnect_Post), true);
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SH_REMOVE_HOOK(IServerGameClients, ClientPutInServer, serverClients, SH_MEMBER(this, &PlayerManager::OnClientPutInServer), true);
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@ -857,143 +856,80 @@ void PlayerManager::OnClientDisconnect_Post(edict_t *pEntity)
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}
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}
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/* CPrintfBuffer */
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CPrintfBuffer::CPrintfBuffer(size_t MaxLength)
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{
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m_pFirstChunk = NULL;
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m_pLastChunk = NULL;
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m_MaxLength = MaxLength;
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m_Length = 0;
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}
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bool CPrintfBuffer::Append(const char *pString, size_t Length)
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{
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if(Length <= 0 || Length >= 1023)
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return false;
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if(m_Length >= m_MaxLength)
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return false;
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CChunk *pChunk = new CChunk();
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pChunk->m_pMessage = strdup(pString);
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pChunk->m_pMem = pChunk->m_pMessage;
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pChunk->m_Length = Length;
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pChunk->m_pNext = NULL;
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if(m_pLastChunk)
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m_pLastChunk->m_pNext = pChunk;
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else
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m_pFirstChunk = m_pLastChunk = pChunk;
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m_pLastChunk = pChunk;
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m_Length += Length;
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return true;
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}
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const CPrintfBuffer::CChunk *CPrintfBuffer::Get()
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{
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return m_pFirstChunk;
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}
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void CPrintfBuffer::Consumed(size_t Length)
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{
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if(Length <= 0 || !m_pFirstChunk)
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return;
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if(Length > m_pFirstChunk->m_Length)
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Length = m_pFirstChunk->m_Length;
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m_pFirstChunk->m_Length -= Length;
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if(m_pFirstChunk->m_Length == 0)
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{
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free(m_pFirstChunk->m_pMem);
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if(m_pFirstChunk == m_pLastChunk)
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{
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delete m_pFirstChunk;
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m_pFirstChunk = m_pLastChunk = NULL;
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}
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else
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{
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CChunk *pTmp = m_pFirstChunk;
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m_pFirstChunk = m_pFirstChunk->m_pNext;
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delete pTmp;
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}
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}
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else
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{
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m_pFirstChunk->m_pMessage += Length;
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}
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m_Length -= Length;
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}
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/* CPrintfBuffer */
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void PlayerManager::OnClientPrintf(edict_t *pEdict, const char *szMsg)
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{
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int client = IndexOfEdict(pEdict);
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INetChannel *pNetChan = static_cast<INetChannel *>(engine->GetPlayerNetInfo(client));
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if(pNetChan == NULL)
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return;
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CPrintfBuffer *pPrintfBuffer = &m_Players[client].m_PrintfBuffer;
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if (pNetChan == NULL)
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RETURN_META(MRES_IGNORED);
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size_t nMsgLen = strlen(szMsg);
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int nNumBitsWritten = pNetChan->GetNumBitsWritten(false);
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#if SOURCE_ENGINE == SE_EPISODEONE
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int nNumBitsWritten = 0;
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#else
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int nNumBitsWritten = pNetChan->GetNumBitsWritten(false); // SVC_Print uses unreliable netchan
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#endif
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// 2048 = SVC_Print buffersize (-1 for \0)
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// 6 = NETMSG_TYPE_BITS, +1 for \0
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if(pPrintfBuffer->m_StopSend || (nNumBitsWritten + 6) / 8 + nMsgLen + 1 >= 2048)
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const int NETMSG_TYPE_BITS = 6; // SVC_Print overhead for netmsg type
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const int SVC_Print_BufferSize = 2048 - 1; // -1 for terminating \0
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// enqueue msgs if we'd overflow the SVC_Print buffer
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if (m_Players[client].m_PrintfStop || (nNumBitsWritten + NETMSG_TYPE_BITS) / 8 + nMsgLen >= SVC_Print_BufferSize)
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{
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// Don't send any more messages for this player until the buffer is empty.
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pPrintfBuffer->m_StopSend = true;
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// Queue up a gameframe hook to empty the buffer (if we haven't already)
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if(!m_Players[client].m_PrintfStop)
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g_pSM->AddFrameAction(PrintfBuffer_FrameAction, (void *)(intptr_t)client);
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m_Players[client].m_PrintfStop = true;
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m_Players[client].m_PrintfBuffer.append(szMsg);
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pPrintfBuffer->Append(szMsg, nMsgLen);
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RETURN_META(MRES_SUPERCEDE);
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return;
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}
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SH_CALL(engine, &IVEngineServer::ClientPrintf)(pEdict, szMsg);
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RETURN_META(MRES_SUPERCEDE);
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RETURN_META(MRES_IGNORED);
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}
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void PlayerManager::OnGameFrame()
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void PlayerManager::OnPrintfFrameAction(int client)
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{
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for(int client = 1; client <= m_maxClients; client++)
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CPlayer *pPlayer = &m_Players[client];
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if (!pPlayer->IsInGame())
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return;
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INetChannel *pNetChan = static_cast<INetChannel *>(engine->GetPlayerNetInfo(client));
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if (pNetChan == NULL)
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return;
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ke::LinkedList<ke::AString>::iterator iter = m_Players[client].m_PrintfBuffer.begin();
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while (iter != m_Players[client].m_PrintfBuffer.end())
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{
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CPlayer *pPlayer = &m_Players[client];
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if(!pPlayer->IsInGame())
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continue;
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int nMsgLen = (*iter).length();
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#if SOURCE_ENGINE == SE_EPISODEONE
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int nNumBitsWritten = 0;
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#else
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int nNumBitsWritten = pNetChan->GetNumBitsWritten(false); // SVC_Print uses unreliable netchan
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#endif
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INetChannel *pNetChan = static_cast<INetChannel *>(engine->GetPlayerNetInfo(client));
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if(pNetChan == NULL)
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continue;
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const int NETMSG_TYPE_BITS = 6; // SVC_Print overhead for netmsg type
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const int SVC_Print_BufferSize = 2048 - 1; // -1 for terminating \0
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CPrintfBuffer *pPrintfBuffer = &pPlayer->m_PrintfBuffer;
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// stop if we'd overflow the SVC_Print buffer
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if((nNumBitsWritten + NETMSG_TYPE_BITS) / 8 + nMsgLen >= SVC_Print_BufferSize)
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break;
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const CPrintfBuffer::CChunk *pChunk;
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while((pChunk = pPrintfBuffer->Get()))
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{
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int nMsgLen = pChunk->m_Length;
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int nNumBitsWritten = pNetChan->GetNumBitsWritten(false);
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SH_CALL(engine, &IVEngineServer::ClientPrintf)(pPlayer->m_pEdict, (*iter).chars());
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// 2048 = SVC_Print buffersize (-1 for \0)
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// 6 = NETMSG_TYPE_BITS, +1 for \0
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if((nNumBitsWritten + 6) / 8 + nMsgLen + 1 >= 2048)
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break;
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iter = m_Players[client].m_PrintfBuffer.erase(iter);
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}
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SH_CALL(engine, &IVEngineServer::ClientPrintf)(pPlayer->m_pEdict, pChunk->m_pMessage);
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pPrintfBuffer->Consumed(nMsgLen);
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}
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// Buffer is empty, send new messages without enqueing again.
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if(pChunk == NULL)
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pPrintfBuffer->m_StopSend = false;
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// Buffer is empty, send new messages without enqueuing again.
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if (iter == m_Players[client].m_PrintfBuffer.end())
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m_Players[client].m_PrintfStop = false;
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else
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{ // buffer not empty yet, continue processing it on the next gameframe.
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g_pSM->AddFrameAction(PrintfBuffer_FrameAction, (void *)(intptr_t)client);
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}
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}
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@ -43,6 +43,7 @@
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#include <sh_list.h>
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#include <sh_vector.h>
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#include <am-string.h>
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#include <am-linkedlist.h>
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#include "ConVarManager.h"
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#include <steam/steamclientpublic.h>
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@ -67,32 +68,6 @@ union serial_t
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} bits;
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};
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class CPrintfBuffer
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{
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public:
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struct CChunk
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{
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void *m_pMem;
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char *m_pMessage;
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size_t m_Length;
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struct CChunk *m_pNext;
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};
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bool m_StopSend;
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private:
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CChunk *m_pFirstChunk;
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CChunk *m_pLastChunk;
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size_t m_MaxLength;
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size_t m_Length;
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public:
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CPrintfBuffer(size_t MaxLength=16384);
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bool Append(const char *pString, size_t Length);
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const CChunk *Get();
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void Consumed(size_t Length);
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};
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class CPlayer : public IGamePlayer
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{
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friend class PlayerManager;
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@ -178,7 +153,8 @@ private:
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#if SOURCE_ENGINE == SE_CSGO
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QueryCvarCookie_t m_LanguageCookie = InvalidQueryCvarCookie;
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#endif
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CPrintfBuffer m_PrintfBuffer;
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ke::LinkedList<ke::AString> m_PrintfBuffer;
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bool m_PrintfStop = false;
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};
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class PlayerManager :
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@ -218,7 +194,7 @@ public:
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//void OnClientSettingsChanged_Pre(edict_t *pEntity);
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void OnServerHibernationUpdate(bool bHibernating);
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void OnClientPrintf(edict_t *pEdict, const char *szMsg);
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void OnGameFrame();
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void OnPrintfFrameAction(int client);
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public: //IPlayerManager
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void AddClientListener(IClientListener *listener);
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void RemoveClientListener(IClientListener *listener);
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