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Diffstat (limited to 'public/eifacev21.h')
| -rw-r--r-- | public/eifacev21.h | 614 |
1 files changed, 614 insertions, 0 deletions
diff --git a/public/eifacev21.h b/public/eifacev21.h new file mode 100644 index 0000000..7bb36cc --- /dev/null +++ b/public/eifacev21.h @@ -0,0 +1,614 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Defines entity interface between engine and DLLs. +// This header file included by engine files and DLL files. +// +// Before including this header, DLLs must: +// include edict.h +// This is conveniently done for them in extdll.h +// +// $NoKeywords: $ +// +//============================================================================= + +#ifndef EIFACEV21_H +#define EIFACEV21_H + +#ifdef _WIN32 +#pragma once +#endif + +#include "convar.h" +#include "icvar.h" +#include "edict.h" +#include "iserverentity.h" +#include "engine/ivmodelinfo.h" +#include "soundflags.h" +#include "bitvec.h" + +//----------------------------------------------------------------------------- +// forward declarations +//----------------------------------------------------------------------------- +class SendTable; +class ServerClass; +class IMoveHelper; +struct Ray_t; +class CGameTrace; +typedef CGameTrace trace_t; +struct typedescription_t; +class CSaveRestoreData; +struct datamap_t; +class SendTable; +class ServerClass; +class IMoveHelper; +struct Ray_t; +struct studiohdr_t; +class CBaseEntity; +class CRestore; +class CSave; +class variant_t; +struct vcollide_t; +class bf_read; +class bf_write; +class IRecipientFilter; +class CBaseEntity; +class ITraceFilter; +struct client_textmessage_t; +class INetChannelInfo; +class ISpatialPartition; +class IScratchPad3D; +class CStandardSendProxiesV1; + + +// Terrain Modification Types +enum TerrainModType +{ + TMod_Sphere = 0, // sphere that pushes all vertices out along their normal. + TMod_Suck, + TMod_AABB +}; + +class CTerrainModParams +{ +public: + + // Flags for m_Flags. + enum + { + TMOD_SUCKTONORMAL = ( 1 << 0 ), // For TMod_Suck, suck into m_Normal rather than on +Z. + TMOD_STAYABOVEORIGINAL = ( 1 << 1 ) // For TMod_Suck, don't go below the original vert on Z. + }; + + CTerrainModParams() { m_Flags = 0; } // people always forget to init this + + Vector m_vCenter; + Vector m_vNormal; // If TMod_Suck and TMOD_SUCKTONORMAL is set. + int m_Flags; // Combination of TMOD_ flags. + float m_flRadius; + Vector m_vecMin; // Bounding box. + Vector m_vecMax; + float m_flStrength; // for TMod_Suck + float m_flMorphTime; // time over which the morph takes place +}; + +class CSpeculativeTerrainModVert +{ +public: + Vector m_vOriginal; // vertex position before any mods + Vector m_vCurrent; // current vertex position + Vector m_vNew; // vertex position if the mod were applied +}; + +//----------------------------------------------------------------------------- +// Terrain modification interface +//----------------------------------------------------------------------------- +class ITerrainMod +{ +public: + + //--------------------------------------------------------------------- + // Initialize the terrain modifier. + //--------------------------------------------------------------------- + virtual void Init( const CTerrainModParams ¶ms ) = 0; + + //--------------------------------------------------------------------- + // Apply the terrain modifier to the surface. The vertex should be + // moved from its original position to the target position. + // Return true if the position is modified. + //--------------------------------------------------------------------- + virtual bool ApplyMod( Vector &vecTargetPos, Vector const &vecOriginalPos ) = 0; + + //--------------------------------------------------------------------- + // Apply the terrain modifier to the surface. The vertex should from + // its original position toward the target position bassed on the + // morph time. + // Return true if the posistion is modified. + //--------------------------------------------------------------------- + virtual bool ApplyModAtMorphTime( Vector &vecTargetPos, const Vector&vecOriginalPos, + float flCurrentTime, float flMorphTime ) = 0; + + //--------------------------------------------------------------------- + // Get the bounding box for things that this mod can affect (note that + // it CAN move things outside of this bounding box). + //--------------------------------------------------------------------- + virtual void GetBBox( Vector &vecBBMin, Vector &vecBBMax ) = 0; +}; + + + +//----------------------------------------------------------------------------- +// Purpose: Interface the engine exposes to the game DLL +//----------------------------------------------------------------------------- +#define VENGINESERVER_INTERFACEVERSION_21 "VEngineServer021" + +namespace VEngineServerV21 +{ + +abstract_class IVEngineServer +{ +public: + // Tell engine to change level ( "changelevel s1\n" or "changelevel2 s1 s2\n" ) + virtual void ChangeLevel( const char *s1, const char *s2 ) = 0; + + // Ask engine whether the specified map is a valid map file (exists and has valid version number). + virtual int IsMapValid( const char *filename ) = 0; + + // Is this a dedicated server? + virtual bool IsDedicatedServer( void ) = 0; + + // Is in Hammer editing mode? + virtual int IsInEditMode( void ) = 0; + + // Add to the server/client lookup/precache table, the specified string is given a unique index + // NOTE: The indices for PrecacheModel are 1 based + // a 0 returned from those methods indicates the model or sound was not correctly precached + // However, generic and decal are 0 based + // If preload is specified, the file is loaded into the server/client's cache memory before level startup, otherwise + // it'll only load when actually used (which can cause a disk i/o hitch if it occurs during play of a level). + virtual int PrecacheModel( const char *s, bool preload = false ) = 0; + virtual int PrecacheSentenceFile( const char *s, bool preload = false ) = 0; + virtual int PrecacheDecal( const char *name, bool preload = false ) = 0; + virtual int PrecacheGeneric( const char *s, bool preload = false ) = 0; + + // Check's if the name is precached, but doesn't actually precache the name if not... + virtual bool IsModelPrecached( char const *s ) const = 0; + virtual bool IsDecalPrecached( char const *s ) const = 0; + virtual bool IsGenericPrecached( char const *s ) const = 0; + + // Note that sounds are precached using the IEngineSound interface + + // Special purpose PVS checking + // Get the cluster # for the specified position + virtual int GetClusterForOrigin( const Vector &org ) = 0; + // Get the PVS bits for a specified cluster and copy the bits into outputpvs. Returns the number of bytes needed to pack the PVS + virtual int GetPVSForCluster( int cluster, int outputpvslength, unsigned char *outputpvs ) = 0; + // Check whether the specified origin is inside the specified PVS + virtual bool CheckOriginInPVS( const Vector &org, const unsigned char *checkpvs, int checkpvssize ) = 0; + // Check whether the specified worldspace bounding box is inside the specified PVS + virtual bool CheckBoxInPVS( const Vector &mins, const Vector &maxs, const unsigned char *checkpvs, int checkpvssize ) = 0; + + // Returns the server assigned userid for this player. Useful for logging frags, etc. + // returns -1 if the edict couldn't be found in the list of players. + virtual int GetPlayerUserId( const edict_t *e ) = 0; + virtual const char *GetPlayerNetworkIDString( const edict_t *e ) = 0; + + // Return the current number of used edict slots + virtual int GetEntityCount( void ) = 0; + // Given an edict, returns the entity index + virtual int IndexOfEdict( const edict_t *pEdict ) = 0; + // Given and entity index, returns the corresponding edict pointer + virtual edict_t *PEntityOfEntIndex( int iEntIndex ) = 0; + + // Get stats info interface for a client netchannel + virtual INetChannelInfo* GetPlayerNetInfo( int playerIndex ) = 0; + + // Allocate space for string and return index/offset of string in global string list + // If iForceEdictIndex is not -1, then it will return the edict with that index. If that edict index + // is already used, it'll return null. + virtual edict_t *CreateEdict( int iForceEdictIndex = -1 ) = 0; + // Remove the specified edict and place back into the free edict list + virtual void RemoveEdict( edict_t *e ) = 0; + + // Memory allocation for entity class data + virtual void *PvAllocEntPrivateData( long cb ) = 0; + virtual void FreeEntPrivateData( void *pEntity ) = 0; + + // Save/restore uses a special memory allocator (which zeroes newly allocated memory, etc.) + virtual void *SaveAllocMemory( size_t num, size_t size ) = 0; + virtual void SaveFreeMemory( void *pSaveMem ) = 0; + + // Emit an ambient sound associated with the specified entity + virtual void EmitAmbientSound( int entindex, const Vector &pos, const char *samp, float vol, soundlevel_t soundlevel, int fFlags, int pitch, float delay = 0.0f ) = 0; + + // Fade out the client's volume level toward silence (or fadePercent) + virtual void FadeClientVolume( const edict_t *pEdict, float fadePercent, float fadeOutSeconds, float holdTime, float fadeInSeconds ) = 0; + + // Sentences / sentence groups + virtual int SentenceGroupPick( int groupIndex, char *name, int nameBufLen ) = 0; + virtual int SentenceGroupPickSequential( int groupIndex, char *name, int nameBufLen, int sentenceIndex, int reset ) = 0; + virtual int SentenceIndexFromName( const char *pSentenceName ) = 0; + virtual const char *SentenceNameFromIndex( int sentenceIndex ) = 0; + virtual int SentenceGroupIndexFromName( const char *pGroupName ) = 0; + virtual const char *SentenceGroupNameFromIndex( int groupIndex ) = 0; + virtual float SentenceLength( int sentenceIndex ) = 0; + + // Issue a command to the command parser as if it was typed at the server console. + virtual void ServerCommand( const char *str ) = 0; + // Execute any commands currently in the command parser immediately (instead of once per frame) + virtual void ServerExecute( void ) = 0; + // Issue the specified command to the specified client (mimics that client typing the command at the console). + virtual void ClientCommand( edict_t *pEdict, PRINTF_FORMAT_STRING const char *szFmt, ... ) = 0; + + // Set the lightstyle to the specified value and network the change to any connected clients. Note that val must not + // change place in memory (use MAKE_STRING) for anything that's not compiled into your mod. + virtual void LightStyle( int style, const char *val ) = 0; + + // Project a static decal onto the specified entity / model (for level placed decals in the .bsp) + virtual void StaticDecal( const Vector &originInEntitySpace, int decalIndex, int entityIndex, int modelIndex, bool lowpriority ) = 0; + + // Given the current PVS(or PAS) and origin, determine which players should hear/receive the message + virtual void Message_DetermineMulticastRecipients( bool usepas, const Vector& origin, CBitVec< ABSOLUTE_PLAYER_LIMIT >& playerbits ) = 0; + + // Begin a message from a server side entity to its client side counterpart (func_breakable glass, e.g.) + virtual bf_write *EntityMessageBegin( int ent_index, ServerClass * ent_class, bool reliable ) = 0; + // Begin a usermessage from the server to the client .dll + virtual bf_write *UserMessageBegin( IRecipientFilter *filter, int msg_type ) = 0; + // Finish the Entity or UserMessage and dispatch to network layer + virtual void MessageEnd( void ) = 0; + + // Print szMsg to the client console. + virtual void ClientPrintf( edict_t *pEdict, const char *szMsg ) = 0; + + // SINGLE PLAYER/LISTEN SERVER ONLY (just matching the client .dll api for this) + // Prints the formatted string to the notification area of the screen ( down the right hand edge + // numbered lines starting at position 0 + virtual void Con_NPrintf( int pos, PRINTF_FORMAT_STRING const char *fmt, ... ) = 0; + // SINGLE PLAYER/LISTEN SERVER ONLY(just matching the client .dll api for this) + // Similar to Con_NPrintf, but allows specifying custom text color and duration information + virtual void Con_NXPrintf( const struct con_nprint_s *info, PRINTF_FORMAT_STRING const char *fmt, ... ) = 0; + + // For ConCommand parsing or parsing client commands issued by players typing at their console + // Retrieves the raw command string (untokenized) + virtual const char *Cmd_Args( void ) = 0; + // Returns the number of tokens in the command string + virtual int Cmd_Argc( void ) = 0; + // Retrieves a specified token + virtual char *Cmd_Argv( int argc ) = 0; + + // Change a specified player's "view entity" (i.e., use the view entity position/orientation for rendering the client view) + virtual void SetView( const edict_t *pClient, const edict_t *pViewent ) = 0; + + // Get a high precision timer for doing profiling work + virtual float Time( void ) = 0; + + // Set the player's crosshair angle + virtual void CrosshairAngle( const edict_t *pClient, float pitch, float yaw ) = 0; + + // Get the current game directory (hl2, tf2, hl1, cstrike, etc.) + virtual void GetGameDir( char *szGetGameDir, int maxlength ) = 0; + + // Used by AI node graph code to determine if .bsp and .ain files are out of date + virtual int CompareFileTime( const char *filename1, const char *filename2, int *iCompare ) = 0; + + // Locks/unlocks the network string tables (.e.g, when adding bots to server, this needs to happen). + // Be sure to reset the lock after executing your code!!! + virtual bool LockNetworkStringTables( bool lock ) = 0; + + // Create a bot with the given name. Returns NULL if fake client can't be created + virtual edict_t *CreateFakeClient( const char *netname ) = 0; + + // Get a convar keyvalue for s specified client + virtual const char *GetClientConVarValue( int clientIndex, const char *name ) = 0; + + // Parse a token from a file + virtual const char *ParseFile( const char *data, char *token, int maxlen ) = 0; + // Copies a file + virtual bool CopyFile( const char *source, const char *destination ) = 0; + + // Reset the pvs, pvssize is the size in bytes of the buffer pointed to by pvs. + // This should be called right before any calls to AddOriginToPVS + virtual void ResetPVS( byte *pvs, int pvssize ) = 0; + // Merge the pvs bits into the current accumulated pvs based on the specified origin ( not that each pvs origin has an 8 world unit fudge factor ) + virtual void AddOriginToPVS( const Vector &origin ) = 0; + // Mark a specified area portal as open/closes + virtual void SetAreaPortalState( int portalNumber, int isOpen ) = 0; + // Queue a temp entity for transmission + virtual void PlaybackTempEntity( IRecipientFilter& filter, float delay, const void *pSender, const SendTable *pST, int classID ) = 0; + // Given a node number and the specified PVS, return with the node is in the PVS + virtual int CheckHeadnodeVisible( int nodenum, const byte *pvs, int vissize ) = 0; + // Using area bits, cheeck whether area1 flows into area2 and vice versa (depends on area portal state) + virtual int CheckAreasConnected( int area1, int area2 ) = 0; + // Given an origin, determine which area index the origin is within + virtual int GetArea( const Vector &origin ) = 0; + // Get area portal bit set + virtual void GetAreaBits( int area, unsigned char *bits, int buflen ) = 0; + // Given a view origin (which tells us the area to start looking in) and a portal key, + // fill in the plane that leads out of this area (it points into whatever area it leads to). + virtual bool GetAreaPortalPlane( Vector const &vViewOrigin, int portalKey, VPlane *pPlane ) = 0; + + // Apply a modification to the terrain. + virtual void ApplyTerrainMod( TerrainModType type, CTerrainModParams const ¶ms ) = 0; + + // Save/restore wrapper - FIXME: At some point we should move this to it's own interface + virtual bool LoadGameState( char const *pMapName, bool createPlayers ) = 0; + virtual void LoadAdjacentEnts( const char *pOldLevel, const char *pLandmarkName ) = 0; + virtual void ClearSaveDir() = 0; + + // Get the pristine map entity lump string. (e.g., used by CS to reload the map entities when restarting a round.) + virtual const char* GetMapEntitiesString() = 0; + + // Text message system -- lookup the text message of the specified name + virtual client_textmessage_t *TextMessageGet( const char *pName ) = 0; + + // Print a message to the server log file + virtual void LogPrint( const char *msg ) = 0; + + // Builds PVS information for an entity + virtual void BuildEntityClusterList( edict_t *pEdict, PVSInfo_t *pPVSInfo ) = 0; + + // A solid entity moved, update spatial partition + virtual void SolidMoved( edict_t *pSolidEnt, ICollideable *pSolidCollide, const Vector* pPrevAbsOrigin ) = 0; + // A trigger entity moved, update spatial partition + virtual void TriggerMoved( edict_t *pTriggerEnt ) = 0; + + // Create/destroy a custom spatial partition + virtual ISpatialPartition *CreateSpatialPartition( const Vector& worldmin, const Vector& worldmax ) = 0; + virtual void DestroySpatialPartition( ISpatialPartition * ) = 0; + + // Draw the brush geometry in the map into the scratch pad. + // Flags is currently unused. + virtual void DrawMapToScratchPad( IScratchPad3D *pPad, unsigned long iFlags ) = 0; + + // This returns which entities, to the best of the server's knowledge, the client currently knows about. + // This is really which entities were in the snapshot that this client last acked. + // This returns a bit vector with one bit for each entity. + // + // USE WITH CARE. Whatever tick the client is really currently on is subject to timing and + // ordering differences, so you should account for about a quarter-second discrepancy in here. + // Also, this will return NULL if the client doesn't exist or if this client hasn't acked any frames yet. + // + // iClientIndex is the CLIENT index, so if you use pPlayer->entindex(), subtract 1. + virtual const CBitVec<MAX_EDICTS>* GetEntityTransmitBitsForClient( int iClientIndex ) = 0; + + // Is the game paused? + virtual bool IsPaused() = 0; + + // Marks the filename for consistency checking. This should be called after precaching the file. + virtual void ForceExactFile( const char *s ) = 0; + virtual void ForceModelBounds( const char *s, const Vector &mins, const Vector &maxs ) = 0; + virtual void ClearSaveDirAfterClientLoad() = 0; + + // Sets a USERINFO client ConVar for a fakeclient + virtual void SetFakeClientConVarValue( edict_t *pEntity, const char *cvar, const char *value ) = 0; + + virtual void InsertServerCommand( const char *str ) = 0; + + // Marks the material (vmt file) for consistency checking. If the client and server have different + // contents for the file, the client's vmt can only use the VertexLitGeneric shader, and can only + // contain $baseTexture and $bumpmap vars. + virtual void ForceSimpleMaterial( const char *s ) = 0; + + + // Is the engine in Commentary mode? + virtual int IsInCommentaryMode( void ) = 0; +}; + +} // end namespace + + +//----------------------------------------------------------------------------- +// Purpose: These are the interfaces that the game .dll exposes to the engine +//----------------------------------------------------------------------------- +#define SERVERGAMEDLL_INTERFACEVERSION_3 "ServerGameDLL003" + +namespace ServerGameDLLV3 +{ + +abstract_class IServerGameDLL +{ +public: + // Initialize the game (one-time call when the DLL is first loaded ) + // Return false if there is an error during startup. + virtual bool DLLInit( CreateInterfaceFn engineFactory, + CreateInterfaceFn physicsFactory, + CreateInterfaceFn fileSystemFactory, + CGlobalVars *pGlobals) = 0; + + // This is called when a new game is started. (restart, map) + virtual bool GameInit( void ) = 0; + + // Called any time a new level is started (after GameInit() also on level transitions within a game) + virtual bool LevelInit( char const *pMapName, + char const *pMapEntities, char const *pOldLevel, + char const *pLandmarkName, bool loadGame, bool background ) = 0; + + // The server is about to activate + virtual void ServerActivate( edict_t *pEdictList, int edictCount, int clientMax ) = 0; + + // The server should run physics/think on all edicts + virtual void GameFrame( bool simulating ) = 0; + + // Called once per simulation frame on the final tick + virtual void PreClientUpdate( bool simulating ) = 0; + + // Called when a level is shutdown (including changing levels) + virtual void LevelShutdown( void ) = 0; + // This is called when a game ends (server disconnect, death, restart, load) + // NOT on level transitions within a game + virtual void GameShutdown( void ) = 0; + + // Called once during DLL shutdown + virtual void DLLShutdown( void ) = 0; + + // Get the simulation interval (must be compiled with identical values into both client and game .dll for MOD!!!) + // Right now this is only requested at server startup time so it can't be changed on the fly, etc. + virtual float GetTickInterval( void ) const = 0; + + // Give the list of datatable classes to the engine. The engine matches class names from here with + // edict_t::classname to figure out how to encode a class's data for networking + virtual ServerClass* GetAllServerClasses( void ) = 0; + + // Returns string describing current .dll. e.g., TeamFortress 2, Half-Life 2. + // Hey, it's more descriptive than just the name of the game directory + virtual const char *GetGameDescription( void ) = 0; + + // Let the game .dll allocate it's own network/shared string tables + virtual void CreateNetworkStringTables( void ) = 0; + + // Save/restore system hooks + virtual CSaveRestoreData *SaveInit( int size ) = 0; + virtual void SaveWriteFields( CSaveRestoreData *, const char *, void *, datamap_t *, typedescription_t *, int ) = 0; + virtual void SaveReadFields( CSaveRestoreData *, const char *, void *, datamap_t *, typedescription_t *, int ) = 0; + virtual void SaveGlobalState( CSaveRestoreData * ) = 0; + virtual void RestoreGlobalState( CSaveRestoreData * ) = 0; + virtual void PreSave( CSaveRestoreData * ) = 0; + virtual void Save( CSaveRestoreData * ) = 0; + virtual void GetSaveComment( char *comment, int maxlength ) = 0; + virtual void WriteSaveHeaders( CSaveRestoreData * ) = 0; + virtual void ReadRestoreHeaders( CSaveRestoreData * ) = 0; + virtual void Restore( CSaveRestoreData *, bool ) = 0; + virtual bool IsRestoring() = 0; + + // Returns the number of entities moved across the transition + virtual int CreateEntityTransitionList( CSaveRestoreData *, int ) = 0; + // Build the list of maps adjacent to the current map + virtual void BuildAdjacentMapList( void ) = 0; + + // Retrieve info needed for parsing the specified user message + virtual bool GetUserMessageInfo( int msg_type, char *name, int maxnamelength, int& size ) = 0; + + // Hand over the StandardSendProxies in the game DLL's module. + virtual CStandardSendProxiesV1* GetStandardSendProxies() = 0; +}; + +} // end namespace + + +//----------------------------------------------------------------------------- +// Just an interface version name for the random number interface +// See vstdlib/random.h for the interface definition +// NOTE: If you change this, also change VENGINE_CLIENT_RANDOM_INTERFACE_VERSION in cdll_int.h +//----------------------------------------------------------------------------- +#define VENGINE_SERVER_RANDOM_INTERFACE_VERSION_1 "VEngineRandom001" + +//----------------------------------------------------------------------------- +// Purpose: Interface to get at server entities +//----------------------------------------------------------------------------- +#define SERVERGAMEENTS_INTERFACEVERSION_1 "ServerGameEnts001" + +namespace ServerGameEntsV1 +{ + +abstract_class IServerGameEnts +{ +public: + virtual ~IServerGameEnts() {} + + // Only for debugging. Set the edict base so you can get an edict's index in the debugger while debugging the game .dll + virtual void SetDebugEdictBase(edict_t *base) = 0; + + // The engine wants to mark two entities as touching + virtual void MarkEntitiesAsTouching( edict_t *e1, edict_t *e2 ) = 0; + + // Frees the entity attached to this edict + virtual void FreeContainingEntity( edict_t * ) = 0; + + // This allows the engine to get at edicts in a CGameTrace. + virtual edict_t* BaseEntityToEdict( CBaseEntity *pEnt ) = 0; + virtual CBaseEntity* EdictToBaseEntity( edict_t *pEdict ) = 0; + + // This sets a bit in pInfo for each edict in the list that wants to be transmitted to the + // client specified in pInfo. + // + // This is also where an entity can force other entities to be transmitted if it refers to them + // with ehandles. + virtual void CheckTransmit( CCheckTransmitInfo *pInfo, const unsigned short *pEdictIndices, int nEdicts ) = 0; +}; + +} // end namespace ServerGameEntsV1 + + +//----------------------------------------------------------------------------- +// Purpose: Player / Client related functions +//----------------------------------------------------------------------------- +#define SERVERGAMECLIENTS_INTERFACEVERSION_3 "ServerGameClients003" + +namespace ServerGameClientsV3 +{ + +abstract_class IServerGameClients +{ +public: + // Get server maxplayers and lower bound for same + virtual void GetPlayerLimits( int& minplayers, int& maxplayers, int &defaultMaxPlayers ) const = 0; + + // Client is connecting to server ( return false to reject the connection ) + // You can specify a rejection message by writing it into reject + virtual bool ClientConnect( edict_t *pEntity, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen ) = 0; + + // Client is going active + // If bLoadGame is true, don't spawn the player because its state is already setup. + virtual void ClientActive( edict_t *pEntity, bool bLoadGame ) = 0; + + // Client is disconnecting from server + virtual void ClientDisconnect( edict_t *pEntity ) = 0; + + // Client is connected and should be put in the game + virtual void ClientPutInServer( edict_t *pEntity, char const *playername ) = 0; + + // The client has typed a command at the console + virtual void ClientCommand( edict_t *pEntity ) = 0; + + // Sets the client index for the client who typed the command into his/her console + virtual void SetCommandClient( int index ) = 0; + + // A player changed one/several replicated cvars (name etc) + virtual void ClientSettingsChanged( edict_t *pEdict ) = 0; + + // Determine PVS origin and set PVS for the player/viewentity + virtual void ClientSetupVisibility( edict_t *pViewEntity, edict_t *pClient, unsigned char *pvs, int pvssize ) = 0; + + // A block of CUserCmds has arrived from the user, decode them and buffer for execution during player simulation + virtual float ProcessUsercmds( edict_t *player, bf_read *buf, int numcmds, int totalcmds, + int dropped_packets, bool ignore, bool paused ) = 0; + + // Let the game .dll do stuff after messages have been sent to all of the clients once the server frame is complete + virtual void PostClientMessagesSent_DEPRECIATED( void ) = 0; + + // For players, looks up the CPlayerState structure corresponding to the player + virtual CPlayerState *GetPlayerState( edict_t *player ) = 0; + + // Get the ear position for a specified client + virtual void ClientEarPosition( edict_t *pEntity, Vector *pEarOrigin ) = 0; + + // returns number of delay ticks if player is in Replay mode (0 = no delay) + virtual int GetReplayDelay( edict_t *player ) = 0; + + // Anything this game .dll wants to add to the bug reporter text (e.g., the entity/model under the picker crosshair) + // can be added here + virtual void GetBugReportInfo( char *buf, int buflen ) = 0; +}; + +} // end namespace ServerGameClientsV3 + + +#define UPLOADGAMESTATS_INTERFACEVERSION_1 "ServerUploadGameStats001" + +namespace UploadGameStatsV1 +{ + +abstract_class IUploadGameStats +{ +public: + // Note that this call will block the server until the upload is completed, so use only at levelshutdown if at all. + virtual bool UploadGameStats( + char const *mapname, // Game map name + unsigned int blobversion, // Version of the binary blob data + unsigned int blobsize, // Size in bytes of blob data + const void *pvBlobData ) = 0; // Pointer to the blob data. +}; + +} // end namespace UploadGameStatsV1 + + +#endif // EIFACEV21_H |