Difference between revisions of "SourceMod 1.6.0 API Changes"
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new <tt>CommandExists</tt> helper function has been added.
Revision as of 12:40, 24 June 2014
This page is a work-in-progress as SourceMod 1.6.0 is not yet released.
These are just the API changes from SourceMod 1.5.3 to SourceMod 1.6.0. Click here for the full SourceMod 1.6.0 Release Notes.
While the ADT Trie API has not changed at all, it should be noted that they are no longer backed by actual tries. Instead, they are now backed by hash maps internally.
The following natives no longer require clients to be in-game and now only require them to be connected: GetClientDataRate, IsClientTimingOut, GetClientTime, GetClientLatency, GetClientAvgLatency, GetClientAvgLoss, GetClientAvgChoke, GetClietnAvgData, GetClientAvgPackets.
OnClientSayCommand and OnClientSayCommand_Post now automatically strip double-quotes from the chat message, either on both sides, or single double-quote on either side. This removes the need for any manual stripping, but may affect some logic already in place.
Non-silent chat triggers also go through these forwards now. Returning Plugin_Handled or higher in OnClientSayCommand will only block the triggers from chat and will not block the command itself. This is intentional.
Additionally, a new CommandExists helper function has been added.
/** * Returns true if the supplied command exists. * * @param command Command to find. * @return True if command is found, false otherwise. */ stock bool:CommandExists(const String:command)
Defines for the CS_DMG_HEADSHOT damage flag and CS_WEAPON_KNIFE weapon slot have been added.
A new off-thread database transaction API has been added.
Normal usage is to call SQL_CreateTransaction to get a transaction handle, and then add queries with SQL_AddQuery. You would then call SQL_ExecuteTransaction to execute the queries as a batch. If any fail, your SQLTxnFailure callback is called, else SQLTxnSuccess. You only need to close your transaction handle manually if you do not execute it.
/** * Creates a new transaction object. A transaction object is a list of queries * that can be sent to the database thread and executed as a single transaction. * * @return A transaction handle. */ native Handle:SQL_CreateTransaction();
/** * Adds a query to a transaction object. * * @param txn A transaction handle. * @param query Query string. * @param data Extra data value to pass to the final callback. * @return The index of the query in the transaction's query list. * @error Invalid transaction handle. */ native SQL_AddQuery(Handle:txn, const String:query, any:data=0);
/** * Callback for a successful transaction. * * @param db Database handle. * @param data Data value passed to SQL_ExecuteTransaction(). * @param numQueries Number of queries executed in the transaction. * @param results An array of Query handle results, one for each of numQueries. They are closed automatically. * @param queryData An array of each data value passed to SQL_AddQuery(). * @noreturn */ functag public SQLTxnSuccess(Handle:db, any:data, numQueries, Handle:results, any:queryData);
/** * Callback for a failed transaction. * * @param db Database handle. * @param data Data value passed to SQL_ExecuteTransaction(). * @param numQueries Number of queries executed in the transaction. * @param error Error message. * @param failIndex Index of the query that failed, or -1 if something else. * @param queryData An array of each data value passed to SQL_AddQuery(). * @noreturn */ functag public SQLTxnFailure(Handle:db, any:data, numQueries, const String:error, failIndex, any:queryData);
/** * Sends a transaction to the database thread. The transaction handle is * automatically closed. When the transaction completes, the optional * callback is invoked. * * @param db A database handle. * @param txn A transaction handle. * @param onSuccess An optional callback to receive a successful transaction. * @param onError An optional callback to receive an error message. * @param data An optional value to pass to callbacks. * @param prio Priority queue to use. * @noreturn * @error An invalid handle. */ native SQL_ExecuteTransaction( Handle:db, Handle:txn, SQLTxnSuccess:onSuccess=SQLTxnSuccess:-1, SQLTxnFailure:onError=SQLTxnFailure:-1, any:data=0, DBPriority:priority=DBPrio_Normal);
The FindDataMapInfo native has been added as a complement to the FindSendPropInfo native. It retrieves the offset of a given property in an entity's datadesc, supporting nested datadesc tables.
/** * Given an entity, finds a nested datamap property offset. * This information is cached for future calls. * * @param entity Entity index. * @param prop Property name. * @param type Optional parameter to store the type. * @param num_bits Optional parameter to store the number of bits the field * uses. The bit count will either be 1 (for boolean) or * divisible by 8 (including 0 if unknown). * @param local_offset Optional parameter to store the local offset, as * FindDataMapOffs() would return. * @return An offset, or -1 on failure. */ native FindDataMapInfo(entity, const String:prop, &PropFieldType:type=PropFieldType:0, &num_bits=0, &local_offset=0);
The FileSize native now has an optional boolean param to support files in Valve filesystem search paths, similar to the same param on the FileExists native.
The RequestFrame native has been added for the common case of wanting to run logic exactly one frame in the future. You pass to it a callback, and optionally, one cell of data for context - similar to a timer.
/** * Defines a RequestFrame Callback. * * @param data Data passed to the RequestFrame native. * @noreturn */ functag public RequestFrameCallback(any:data);
/** * Creates a single use Next Frame hook. * * @param Function Function to call on the next frame. * @param data Value to be passed on the invocation of the Function. * @noreturn */ native RequestFrame(RequestFrameCallback:Function, any:data=0);
Like CS:GO, Dota 2 also uses protobuf serialized usermessages.
PbReadInt, PbSetInt, and PbAddInt can now be used to read/write protobuf enum values.
A new PbRemoveRepeatedFieldValue native has been added to allow removing a value from a protobuf repeated field - the counter to the PbAdd* natives.
/** * Removes a value by index from a protobuf message repeated field. * * @param pb protobuf handle. * @param field Field name. * @param index Index into repeated field. * @noreturn * @error Invalid or incorrect Handle, non-existent field, or incorrect field type. */ native PbRemoveRepeatedFieldValue(Handle:pb, const String:field, index);
Lastly, the PbReadRepeated* natives that have been deprecated since version 1.5.0 have been completely removed. They only ever existed in 1.5.0-dev versions. The path forward is still to use the PbRead* natives, specified the index of the value you want if it's a repeated field.
SDKCalls now support using addresses using either PrepSDKCall_SetFromConf with SDKConf_Address or, for development purposes, the new PrepSDKCall_SetAddress native.
A new, brief testing API has been added for debugging. The Assert* functions will print to the server upon success, and throw an error on failure.
AssertEq(const String:text, cell1, cell2)
AssertFalse(const String:text, bool:value)
AssertTrue(const String:text, bool:value)
/** * Returns whether or not a holiday is active * * @param holiday Holiday being checked. * @return Boolean of whether or not the holiday is active. */ native bool:TF2_IsHolidayActive(TFHoliday:holiday);
/** * Displays a TopMenu category to a client. * * @param topmenu TopMenu Handle. * @param category Category object id. * @param client Client index. * @return True on success, false on failure. * @error Invalid TopMenu Handle or client not in game. */ native bool:DisplayTopMenuCategory(Handle:topmenu, TopMenuObject:category, client);
/** * Change the menu title caching behaviour of the TopMenu. By default the titles are cached to reduce overhead. * If you need dynamic menu titles, which can change everytime the menu is displayed to a user, set this to false. * * @param topmenu TopMenu Handle. * @param cache_titles Cache the menu titles and don't call the handler with TopMenuAction_DisplayTitle everytime the menu is drawn? * @noreturn * @error Invalid TopMenu Handle */ native SetTopMenuTitleCaching(Handle:topmenu, bool:cache_titles);