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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+//
+//
+//=============================================================================
+#ifndef GC_CLIENTSYSTEM_H
+#define GC_CLIENTSYSTEM_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#ifdef CLIENT_DLL
+ #include "clientsteamcontext.h"
+#endif
+
+//=============================================================================
+//
+// Client GC System.
+//
+//=============================================================================
+class CGCClientSystem : public CAutoGameSystemPerFrame
+{
+ DECLARE_CLASS_GAMEROOT( CGCClientSystem, CAutoGameSystem );
+
+public:
+
+ // Constructor/Destructor.
+ CGCClientSystem();
+ ~CGCClientSystem();
+
+ // Init/Shutdown.
+ virtual void PostInit() OVERRIDE;
+ virtual void LevelInitPreEntity() OVERRIDE;
+ virtual void LevelShutdownPostEntity() OVERRIDE;
+ virtual void Shutdown() OVERRIDE;
+
+ // Updates. Gameservers do this at a slightly different place than clients
+ #ifdef CLIENT_DLL
+ virtual void Update( float frametime ) OVERRIDE;
+ #else
+ virtual void PreClientUpdate() OVERRIDE;
+ #endif
+
+ // Connection status
+ bool BConnectedtoGC() const { return m_bConnectedToGC; }
+
+ // GC Messages
+ bool BSendMessage( uint32 unMsgType, const uint8 *pubData, uint32 cubData );
+ bool BSendMessage( const GCSDK::CGCMsgBase& msg );
+ bool BSendMessage( const GCSDK::CProtoBufMsgBase& msg );
+
+ // GC SOCache
+ GCSDK::CGCClientSharedObjectCache *GetSOCache( const CSteamID &steamID );
+ GCSDK::CGCClientSharedObjectCache *FindOrAddSOCache( const CSteamID &steamID );
+
+ // GC Client
+ GCSDK::CGCClient *GetGCClient();
+
+ // Steam
+ #ifndef CLIENT_DLL
+ void GameServerActivate();
+ #endif
+
+protected:
+
+ void SetupGC();
+ virtual void InitGC();
+ virtual void PreInitGC() {}
+ virtual void PostInitGC() {}
+
+ #ifdef CLIENT_DLL
+ friend class CGCClientJobClientWelcome;
+ virtual void ReceivedClientWelcome( const CMsgClientWelcome &msg );
+
+ friend class CGCClientJobClientGoodbye;
+ virtual void ReceivedClientGoodbye( const CMsgClientGoodbye &msg );
+ #else
+ friend class CGCClientJobServerWelcome;
+ virtual void ReceivedServerWelcome( const CMsgServerWelcome &msg );
+
+ friend class CGCClientJobServerGoodbye;
+ virtual void ReceivedServerGoodbye( const CMsgServerGoodbye &msg );
+ #endif
+
+ void SetConnectedToGC( bool bConnected ) { m_bConnectedToGC = bConnected; }
+
+private:
+
+ #ifdef CLIENT_DLL
+ void SteamLoggedOnCallback( const SteamLoggedOnChange_t &loggedOnState );
+ #else
+ STEAM_GAMESERVER_CALLBACK( CGCClientSystem, OnLogonSuccess, SteamServersConnected_t, m_CallbackLogonSuccess );
+ #endif
+
+ bool m_bInittedGC;
+ bool m_bConnectedToGC;
+ bool m_bLoggedOn;
+ GCSDK::CGCClient m_GCClient;
+ double m_timeLastSendHello;
+
+ void ThinkConnection();
+
+ friend class CGCClientSystemJob;
+};
+
+
+void SetGCClientSystem( CGCClientSystem* pGCClientSystem );
+CGCClientSystem *GCClientSystem();
+
+#endif // GC_CLIENTSYSTEM_H
+