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Diffstat (limited to 'game/server/serverbenchmark_base.h')
| -rw-r--r-- | game/server/serverbenchmark_base.h | 65 |
1 files changed, 65 insertions, 0 deletions
diff --git a/game/server/serverbenchmark_base.h b/game/server/serverbenchmark_base.h new file mode 100644 index 0000000..c4cb005 --- /dev/null +++ b/game/server/serverbenchmark_base.h @@ -0,0 +1,65 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//============================================================================= + +#ifndef SERVERBENCHMARK_BASE_H +#define SERVERBENCHMARK_BASE_H +#ifdef _WIN32 +#pragma once +#endif + + +// The base server code calls into this. +class IServerBenchmark +{ +public: + virtual bool StartBenchmark() = 0; + virtual void UpdateBenchmark() = 0; + virtual void EndBenchmark() = 0; + + virtual bool IsBenchmarkRunning() = 0; + virtual bool IsLocalBenchmarkPlayer( CBasePlayer *pPlayer ) = 0; + + // Game-specific benchmark code should use this. + virtual int RandomInt( int nMin, int nMax ) = 0; + virtual float RandomFloat( float flMin, float flMax ) = 0; + virtual int GetTickOffset() = 0; +}; + +extern IServerBenchmark *g_pServerBenchmark; + + +// +// Each game can derive from this to hook into the server benchmark. +// +// Hooks should always use g_pServerBenchmark->RandomInt/Float to get random numbers +// so the benchmark is deterministic. +// +// If they use an absolute tick number for anything, then they should also call g_pServerBenchmark->GetTickOffset() +// to get a tick count since the start of the benchmark instead of looking at gpGlobals->tickcount. +// +class CServerBenchmarkHook +{ +public: + CServerBenchmarkHook(); + + virtual void StartBenchmark() {} + virtual void UpdateBenchmark() {} + virtual void EndBenchmark() {} + + // Give a list of model names that can be spawned in for physics props during the simulation. + virtual void GetPhysicsModelNames( CUtlVector<char*> &modelNames ) = 0; + + // The benchmark will call this to create a bot each time it wants to create a player. + // If you want to manage the bots yourself, you can return NULL here. + virtual CBasePlayer* CreateBot() = 0; + +private: + friend class CServerBenchmark; + static CServerBenchmarkHook *s_pBenchmarkHook; // There can be only one!! +}; + + +#endif // SERVERBENCHMARK_BASE_H |