hl2_src-leak-2017/src/game/shared/tf/tf_notification.h

63 lines
2.4 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Enables sending of notifications (custom messages of various kinds) to the client
//
// $NoKeywords: $
//=============================================================================//
#ifndef TF_NOTIFICATION_H
#define TF_NOTIFICATION_H
#ifdef _WIN32
#pragma once
#endif
#include "gcsdk/protobufsharedobject.h"
#include "tf_gcmessages.h"
#ifdef GC
#include "tf_gc.h"
#endif
//---------------------------------------------------------------------------------
// Purpose: Send a notification to the client
//---------------------------------------------------------------------------------
// LOCALIZED NOTIFICATIONS
//
// Some types of notification are on-the-fly localized. These notifications are stored in the database as unlocalized
// strings (#TF_Foo), but on-the-fly localized when loaded as a shared-object. Clients only see the final localized
// version. BLocalizeAndMaybeDirty() will update the localization for a newer language.
class CTFNotification : public GCSDK::CProtoBufSharedObject< CMsgGCNotification, k_EEconTypeNotification >
{
public:
// If using this form, ensure you call BLocalize after filling fields for localized types.
#ifdef GC
CTFNotification();
CTFNotification( CMsgGCNotification msg, const char *pUnlocalizedString, ELanguage eLang );
DECLARE_CLASS_MEMPOOL( CTFNotification );
// For on-the-fly localized notification types, update the localization to this language now. If true, object
// changed. See LOCALIZED NOTIFICATIONS above.
//
// !! Caller is responsible for dirtying and sending network updates if this results in a change.
bool BLocalize( ELanguage eLang );
virtual bool BYieldingAddInsertToTransaction( GCSDK::CSQLAccess & sqlAccess );
virtual bool BYieldingAddWriteToTransaction( GCSDK::CSQLAccess & sqlAccess, const CUtlVector< int > &fields );
virtual bool BYieldingAddRemoveToTransaction( GCSDK::CSQLAccess & sqlAccess );
void WriteToRecord( CSchNotification *pNotification ) const;
void ReadFromRecord( const CSchNotification & pNotification );
private:
// For notifications that are on-the-fly localized, this holds the localization token (which is stored in the DB),
// whereas the in-memory object is a localized representation.
CUtlString m_strUnlocalizedString;
ELanguage m_eLocalizedToLanguage;
#endif // GC
};
#endif // TF_NOTIFICATION_H