//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "quakedef.h" #include "networkstringtable.h" #include "networkstringtableitem.h" #include "networkstringtable.h" #include "utlvector.h" #include "eiface.h" #include "server.h" #include "framesnapshot.h" #include "utlsymbol.h" #include "utlrbtree.h" #include "host.h" #include "LocalNetworkBackdoor.h" #include "demo.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" static CNetworkStringTableContainer s_NetworkStringTableServer; CNetworkStringTableContainer *networkStringTableContainerServer = &s_NetworkStringTableServer; // Expose interface EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CNetworkStringTableContainerServer, INetworkStringTableContainer, INTERFACENAME_NETWORKSTRINGTABLESERVER, s_NetworkStringTableServer ); #ifdef SHARED_NET_STRING_TABLES // Expose same interface to client .dll as client string tables EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CNetworkStringTableContainer, INetworkStringTableContainer, INTERFACENAME_NETWORKSTRINGTABLECLIENT, s_NetworkStringTableServer ); #endif //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void SV_CreateNetworkStringTables( void ) { // Remove any existing tables s_NetworkStringTableServer.RemoveAllTables(); // Unset timing guard and create tables s_NetworkStringTableServer.AllowCreation( true ); // Create engine tables sv.CreateEngineStringTables(); // Create game code tables serverGameDLL->CreateNetworkStringTables(); s_NetworkStringTableServer.AllowCreation( false ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void SV_PrintStringTables( void ) { s_NetworkStringTableServer.Dump(); }