Documentation
¶
Overview ¶
Package sendtables contains sendtable specific magic and should really be better documented (TODO).
Index ¶
- type Entity
- func (e *Entity) ApplyUpdate(reader *bit.BitReader)
- func (e *Entity) BindPosition(pos *r3.Vector)
- func (e *Entity) BindProperty(name string, variable interface{}, valueType PropertyValueType)
- func (e *Entity) Destroy()
- func (e *Entity) ID() int
- func (e *Entity) OnCreateFinished(delegate func())
- func (e *Entity) OnDestroy(delegate func())
- func (e *Entity) OnPositionUpdate(h func(pos r3.Vector))
- func (e *Entity) Position() r3.Vector
- func (e *Entity) Properties() (out []IProperty)
- func (e *Entity) Property(name string) IProperty
- func (e *Entity) PropertyValue(name string) (PropertyValue, bool)
- func (e *Entity) PropertyValueMust(name string) PropertyValue
- func (e *Entity) ServerClass() *ServerClass
- type EntityCreatedHandler
- type IEntity
- type IProperty
- type Property
- type PropertyUpdateHandler
- type PropertyValue
- type PropertyValueType
- type SendTableParser
- type ServerClass
- func (sc *ServerClass) BaseClasses() []*ServerClass
- func (sc *ServerClass) DataTableID() int
- func (sc *ServerClass) DataTableName() string
- func (sc *ServerClass) ID() int
- func (sc *ServerClass) Name() string
- func (sc *ServerClass) OnEntityCreated(handler EntityCreatedHandler)
- func (sc *ServerClass) PropertyEntries() []string
- func (sc *ServerClass) String() string
- type ServerClasses
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Entity ¶
type Entity struct {
// contains filtered or unexported fields
}
Entity stores a entity in the game (e.g. players etc.) with its properties.
func (*Entity) ApplyUpdate ¶
ApplyUpdate reads an update to an Enitiy's properties and triggers registered PropertyUpdateHandlers if values changed.
Intended for internal use only.
func (*Entity) BindPosition ¶
BindPosition binds the entity's position to a pointer variable. The pointer is updated every time a position-relevant property is updated.
See also OnPositionUpdate()
func (*Entity) BindProperty ¶
func (e *Entity) BindProperty(name string, variable interface{}, valueType PropertyValueType)
BindProperty combines Property() & Property.Bind() into one. Essentially binds a property's value to a pointer. See the docs of the two individual functions for more info.
func (*Entity) Destroy ¶
func (e *Entity) Destroy()
Destroy triggers all via OnDestroy() registered functions.
Intended for internal use only.
func (*Entity) OnCreateFinished ¶
func (e *Entity) OnCreateFinished(delegate func())
OnCreateFinished registers a function to be called once the entity is fully created - i.e. once all property updates have been sent out.
func (*Entity) OnDestroy ¶
func (e *Entity) OnDestroy(delegate func())
OnDestroy registers a function to be called on the entity's destruction.
func (*Entity) OnPositionUpdate ¶
OnPositionUpdate registers a handler for the entity's position update. The handler is called with the new position every time a position-relevant property is updated.
See also Position()
func (*Entity) Properties ¶
Properties returns all properties of the Entity.
func (*Entity) Property ¶
Property finds a property on the Entity by name.
Returns nil if the property wasn't found.
func (*Entity) PropertyValue ¶
func (e *Entity) PropertyValue(name string) (PropertyValue, bool)
PropertyValue finds a property on the Entity by name and returns its value.
Returns false as second value if the property was not found.
func (*Entity) PropertyValueMust ¶
func (e *Entity) PropertyValueMust(name string) PropertyValue
PropertyValueMust finds a property on the Entity by name and returns its value.
Panics with nil pointer dereference error if the property was not found.
func (*Entity) ServerClass ¶
func (e *Entity) ServerClass() *ServerClass
ServerClass returns the entity's server-class.
type EntityCreatedHandler ¶
type EntityCreatedHandler func(*Entity)
EntityCreatedHandler is the interface for handlers that are interested in EntityCreatedEvents.
type IEntity ¶
type IEntity interface {
// ServerClass returns the entity's server-class.
ServerClass() *ServerClass
// ID returns the entity's ID.
ID() int
// Properties returns all properties of the Entity.
Properties() (out []IProperty)
// Property finds a property on the Entity by name.
//
// Returns nil if the property wasn't found.
Property(name string) IProperty
// BindProperty combines Property() & Property.Bind() into one.
// Essentially binds a property's value to a pointer.
// See the docs of the two individual functions for more info.
BindProperty(name string, variable interface{}, valueType PropertyValueType)
// PropertyValue finds a property on the Entity by name and returns its value.
//
// Returns false as second value if the property was not found.
PropertyValue(name string) (PropertyValue, bool)
// PropertyValueMust finds a property on the Entity by name and returns its value.
//
// Panics with nil pointer dereference error if the property was not found.
PropertyValueMust(name string) PropertyValue
// ApplyUpdate reads an update to an Enitiy's properties and
// triggers registered PropertyUpdateHandlers if values changed.
//
// Intended for internal use only.
ApplyUpdate(reader *bit.BitReader)
// Position returns the entity's position in world coordinates.
Position() r3.Vector
// OnPositionUpdate registers a handler for the entity's position update.
// The handler is called with the new position every time a position-relevant property is updated.
//
// See also Position()
OnPositionUpdate(h func(pos r3.Vector))
// BindPosition binds the entity's position to a pointer variable.
// The pointer is updated every time a position-relevant property is updated.
//
// See also OnPositionUpdate()
BindPosition(pos *r3.Vector)
// OnDestroy registers a function to be called on the entity's destruction.
OnDestroy(delegate func())
// Destroy triggers all via OnDestroy() registered functions.
//
// Intended for internal use only.
Destroy()
// OnCreateFinished registers a function to be called once the entity is fully created -
// i.e. once all property updates have been sent out.
OnCreateFinished(delegate func())
}
IEntity is an auto-generated interface for Entity, intended to be used when mockability is needed. Entity stores a entity in the game (e.g. players etc.) with its properties.
type IProperty ¶
type IProperty interface {
// Name returns the property's name.
Name() string
// Value returns current value of the property.
Value() PropertyValue
// OnUpdate registers a handler for updates of the Property's value.
//
// The handler will be called with the current value upon registration.
OnUpdate(handler PropertyUpdateHandler)
/*
Bind binds a property's value to a pointer.
Example:
var i int
Property.Bind(&i, ValTypeInt)
This will bind the property's value to i so every time it's updated i is updated as well.
The valueType indicates which field of the PropertyValue to use for the binding.
*/
Bind(variable interface{}, valueType PropertyValueType)
}
IProperty is an auto-generated interface for Property, intended to be used when mockability is needed. Property wraps a flattenedPropEntry and allows registering handlers that can be triggered on a update of the property.
type Property ¶
type Property struct {
// contains filtered or unexported fields
}
Property wraps a flattenedPropEntry and allows registering handlers that can be triggered on a update of the property.
func (*Property) Bind ¶
func (pe *Property) Bind(variable interface{}, valueType PropertyValueType)
Bind binds a property's value to a pointer.
Example:
var i int Property.Bind(&i, ValTypeInt)
This will bind the property's value to i so every time it's updated i is updated as well.
The valueType indicates which field of the PropertyValue to use for the binding.
func (*Property) OnUpdate ¶
func (pe *Property) OnUpdate(handler PropertyUpdateHandler)
OnUpdate registers a handler for updates of the Property's value.
The handler will be called with the current value upon registration.
func (*Property) Value ¶
func (pe *Property) Value() PropertyValue
Value returns current value of the property.
type PropertyUpdateHandler ¶
type PropertyUpdateHandler func(PropertyValue)
PropertyUpdateHandler is the interface for handlers that are interested in Property changes.
type PropertyValue ¶
type PropertyValue struct {
VectorVal r3.Vector
IntVal int
ArrayVal []PropertyValue
StringVal string
FloatVal float32
}
PropertyValue stores parsed & decoded send-table values. For instance player health, location etc.
func (PropertyValue) BoolVal ¶
func (v PropertyValue) BoolVal() bool
BoolVal returns true if IntVal == 1.
func (PropertyValue) Float64Val ¶
func (v PropertyValue) Float64Val() float64
Float64Val returns FloatVal converted from float32 to float64.
type PropertyValueType ¶
type PropertyValueType int
PropertyValueType specifies the type of a PropertyValue
const ( ValTypeInt PropertyValueType = iota ValTypeFloat32 ValTypeFloat64 // Like ValTypeFloat32 but with additional cast to float64 ValTypeString ValTypeVector ValTypeArray ValTypeBoolInt // Int that is treated as bool (1 -> true, != 1 -> false) )
Possible types of property values. See Property.Bind()
type SendTableParser ¶
type SendTableParser struct {
// contains filtered or unexported fields
}
SendTableParser provides functions for parsing send-tables.
Intended for internal use only.
func NewSendTableParser ¶
func NewSendTableParser() *SendTableParser
NewSendTableParser returns a new SendTableParser.
Intended for internal use only.
func (*SendTableParser) ParsePacket ¶
func (p *SendTableParser) ParsePacket(r *bit.BitReader)
ParsePacket parses a send-table packet.
Intended for internal use only.
func (*SendTableParser) ReadEnterPVS ¶
func (p *SendTableParser) ReadEnterPVS(r *bit.BitReader, entityID int) *Entity
ReadEnterPVS reads an entity entering the PVS (potentially visible system).
Intended for internal use only.
func (*SendTableParser) ServerClasses ¶
func (p *SendTableParser) ServerClasses() ServerClasses
ServerClasses returns the parsed server-classes.
Intended for internal use only.
func (*SendTableParser) SetInstanceBaseline ¶
func (p *SendTableParser) SetInstanceBaseline(scID int, data []byte)
SetInstanceBaseline sets the raw instance-baseline data for a serverclass by ID.
Intended for internal use only.
type ServerClass ¶
type ServerClass struct {
// contains filtered or unexported fields
}
ServerClass stores meta information about Entity types (e.g. palyers, teams etc.).
func (*ServerClass) BaseClasses ¶
func (sc *ServerClass) BaseClasses() []*ServerClass
BaseClasses returns the base-classes of this server-class.
func (*ServerClass) DataTableID ¶
func (sc *ServerClass) DataTableID() int
DataTableID returns the data-table ID.
func (*ServerClass) DataTableName ¶
func (sc *ServerClass) DataTableName() string
DataTableName returns the data-table name.
func (*ServerClass) Name ¶
func (sc *ServerClass) Name() string
Name returns the server-class's name.
func (*ServerClass) OnEntityCreated ¶
func (sc *ServerClass) OnEntityCreated(handler EntityCreatedHandler)
OnEntityCreated registers a function to be called when a new entity is created from this ServerClass.
func (*ServerClass) PropertyEntries ¶
func (sc *ServerClass) PropertyEntries() []string
PropertyEntries returns the names of all property-entries on this server-class.
func (*ServerClass) String ¶
func (sc *ServerClass) String() string
type ServerClasses ¶
type ServerClasses []*ServerClass
ServerClasses is a searchable list of ServerClasses.
func (ServerClasses) FindByName ¶
func (sc ServerClasses) FindByName(name string) *ServerClass
FindByName finds and returns a server-class by it's name.
Returns nil if the server-class wasn't found.