hl2_src-leak-2017/src/game/server/test_stressentities.cpp

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "test_stressentities.h"
#include "vstdlib/random.h"
#include "world.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
CStressEntityReg *CStressEntityReg::s_pHead = NULL;
// CStressEntityReg::s_pHead in array form for convenient access.
CUtlVector<CStressEntityReg*> g_StressEntityRegs;
CUtlVector<EHANDLE> g_StressEntities;
CBaseEntity* MoveToRandomSpot( CBaseEntity *pEnt )
{
if ( pEnt )
{
CBasePlayer *pLocalPlayer = UTIL_GetLocalPlayer();
if ( pLocalPlayer )
{
Vector vForward;
pLocalPlayer->EyeVectors(&vForward );
UTIL_SetOrigin( pEnt, GetRandomSpot() );
}
}
return pEnt;
}
Vector GetRandomSpot()
{
CWorld *pEnt = GetWorldEntity();
if ( pEnt )
{
Vector vMin, vMax;
pEnt->GetWorldBounds( vMin, vMax );
return Vector(
RandomFloat( vMin.x, vMax.x ),
RandomFloat( vMin.y, vMax.y ),
RandomFloat( vMin.z, vMax.z ) );
}
else
{
return Vector( 0, 0, 0 );
}
}
void Test_InitRandomEntitySpawner( const CCommand &args )
{
// Put the list of registered functions into array form for convenience.
g_StressEntityRegs.Purge();
for ( CStressEntityReg *pCur=CStressEntityReg::GetListHead(); pCur; pCur=pCur->GetNext() )
g_StressEntityRegs.AddToTail( pCur );
// Create slots for all the entities..
int nSlots = 100;
if ( args.ArgC() >= 2 )
nSlots = atoi( args[ 1 ] );
g_StressEntities.Purge();
g_StressEntities.SetSize( nSlots );
Msg( "Test_InitRandomEntitySpawner: created %d slots.\n", nSlots );
}
void Test_SpawnRandomEntities( const CCommand &args )
{
if ( args.ArgC() < 3 )
{
Error( "Test_SpawnRandomEntities <min # entities> <max # entities> missing arguments." );
}
if ( g_StressEntities.Count() == 0 )
{
Error( "Test_SpawnRandomEntities: not initialized (call Test_InitRandomEntitySpawner frst)." );
}
int nMin = atoi( args[ 1 ] );
int nMax = atoi( args[ 2 ] );
int count = RandomInt( nMin, nMax );
for ( int i=0; i < count; i++ )
{
int iSlot = RandomInt( 0, g_StressEntities.Count() - 1 );
// Remove any old entity in this slot.
if ( g_StressEntities[iSlot].Get() )
UTIL_RemoveImmediate( g_StressEntities[iSlot] );
// Create a new one in this slot.
int iType = RandomInt( 0, g_StressEntityRegs.Count() - 1 );
g_StressEntities[iSlot] = g_StressEntityRegs[iType]->GetFn()();
}
}
void Test_RandomizeInPVS( const CCommand &args )
{
if ( args.ArgC() < 2 )
{
Error( "Test_RandomizeInPVS <percentage chance to change>" );
}
int percent = atoi( args[ 1 ] );
for ( int i=0; i < g_StressEntities.Count(); i++ )
{
CBaseEntity *pEnt = g_StressEntities[i];
if ( pEnt )
{
if ( RandomInt( 0, 100 ) < percent )
{
if ( pEnt->IsEffectActive( EF_NODRAW ) )
pEnt->RemoveEffects( EF_NODRAW );
else
pEnt->AddEffects( EF_NODRAW );
}
}
}
}
void Test_RemoveAllRandomEntities()
{
for ( int i=0; i < g_StressEntities.Count(); i++ )
{
if ( g_StressEntities[i].Get() )
UTIL_Remove( g_StressEntities[i] );
}
}
ConCommand cc_Test_InitRandomEntitySpawner( "Test_InitRandomEntitySpawner", Test_InitRandomEntitySpawner, 0, FCVAR_CHEAT );
ConCommand cc_Test_SpawnRandomEntities( "Test_SpawnRandomEntities", Test_SpawnRandomEntities, 0, FCVAR_CHEAT );
ConCommand cc_Test_RandomizeInPVS( "Test_RandomizeInPVS", Test_RandomizeInPVS, 0, FCVAR_CHEAT );
ConCommand cc_Test_RemoveAllRandomEntities( "Test_RemoveAllRandomEntities", Test_RemoveAllRandomEntities, 0, FCVAR_CHEAT );