1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef HLTVSERVER_H
#define HLTVSERVER_H
#ifdef _WIN32
#pragma once
#endif
#include "baseserver.h"
#include "hltvclient.h"
#include "hltvdemo.h"
#include "hltvclientstate.h"
#include "clientframe.h"
#include "networkstringtable.h"
#include <ihltv.h>
#include <convar.h>
#define HLTV_BUFFER_DIRECTOR 0 // director commands
#define HLTV_BUFFER_RELIABLE 1 // reliable messages
#define HLTV_BUFFER_UNRELIABLE 2 // unreliable messages
#define HLTV_BUFFER_VOICE 3 // player voice data
#define HLTV_BUFFER_SOUNDS 4 // unreliable sounds
#define HLTV_BUFFER_TEMPENTS 5 // temporary/event entities
#define HLTV_BUFFER_MAX 6 // end marker
// proxy dispatch modes
#define DISPATCH_MODE_OFF 0
#define DISPATCH_MODE_AUTO 1
#define DISPATCH_MODE_ALWAYS 2
extern ConVar tv_debug;
class CHLTVFrame : public CClientFrame
{
public:
CHLTVFrame();
virtual ~CHLTVFrame();
void Reset(); // resets all data & buffers
void FreeBuffers();
void AllocBuffers();
bool HasData();
void CopyHLTVData( CHLTVFrame &frame );
virtual bool IsMemPoolAllocated() { return false; }
public:
// message buffers:
bf_write m_Messages[HLTV_BUFFER_MAX];
};
struct CFrameCacheEntry_s
{
CClientFrame* pFrame;
int nTick;
};
class CDeltaEntityCache
{
struct DeltaEntityEntry_s
{
DeltaEntityEntry_s *pNext;
int nDeltaTick;
int nBits;
};
public:
CDeltaEntityCache();
~CDeltaEntityCache();
void SetTick( int nTick, int nMaxEntities );
unsigned char* FindDeltaBits( int nEntityIndex, int nDeltaTick, int &nBits );
void AddDeltaBits( int nEntityIndex, int nDeltaTick, int nBits, bf_write *pBuffer );
void Flush();
protected:
int m_nTick; // current tick
int m_nMaxEntities; // max entities = length of cache
int m_nCacheSize;
DeltaEntityEntry_s* m_Cache[MAX_EDICTS]; // array of pointers to delta entries
};
class CGameClient;
class CGameServer;
class IHLTVDirector;
class CHLTVServer : public IGameEventListener2, public CBaseServer, public CClientFrameManager, public IHLTVServer, public IDemoPlayer
{
friend class CHLTVClientState;
public:
CHLTVServer();
virtual ~CHLTVServer();
public: // CBaseServer interface:
bool ProcessConnectionlessPacket( netpacket_t * packet );
void Init (bool bIsDedicated);
void Shutdown( void );
void Clear( void );
bool IsHLTV( void ) const { return true; };
bool IsMultiplayer( void ) const { return true; };
void FillServerInfo(SVC_ServerInfo &serverinfo);
void GetNetStats( float &avgIn, float &avgOut );
int GetChallengeType ( netadr_t &adr );
const char *GetName( void ) const;
const char *GetPassword() const;
IClient *ConnectClient ( netadr_t &adr, int protocol, int challenge, int clientChallenge, int authProtocol,
const char *name, const char *password, const char *hashedCDkey, int cdKeyLen );
public:
void FireGameEvent(IGameEvent *event);
public: // IHLTVServer interface:
IServer *GetBaseServer( void );
IHLTVDirector *GetDirector( void );
int GetHLTVSlot( void ); // return entity index-1 of HLTV in game
float GetOnlineTime( void ); // seconds since broadcast started
void GetLocalStats( int &proxies, int &slots, int &clients );
void GetGlobalStats( int &proxies, int &slots, int &clients );
void GetRelayStats( int &proxies, int &slots, int &clients );
bool IsMasterProxy( void ); // true, if this is the HLTV master proxy
bool IsTVRelay(); // true if we're running a relay (i.e. this is the opposite of IsMasterProxy()).
bool IsDemoPlayback( void ); // true if this is a HLTV demo
const netadr_t *GetRelayAddress( void ); // returns relay address
void BroadcastEvent(IGameEvent *event);
public: // IDemoPlayer interface
CDemoFile *GetDemoFile();
int GetPlaybackStartTick( void );
int GetPlaybackTick( void );
int GetTotalTicks( void );
bool StartPlayback( const char *filename, bool bAsTimeDemo );
bool IsPlayingBack( void ); // true if demo loaded and playing back
bool IsPlaybackPaused( void ); // true if playback paused
bool IsPlayingTimeDemo( void ) { return false; } // true if playing back in timedemo mode
bool IsSkipping( void ) { return false; }; // true, if demo player skiiping trough packets
bool CanSkipBackwards( void ) { return true; } // true if demoplayer can skip backwards
void SetPlaybackTimeScale( float timescale ); // sets playback timescale
float GetPlaybackTimeScale( void ); // get playback timescale
void PausePlayback( float seconds ) {}
void SkipToTick( int tick, bool bRelative, bool bPause ) {}
void SetEndTick( int tick) {}
void ResumePlayback( void ) {}
void StopPlayback( void ) {}
void InterpolateViewpoint() {}
netpacket_t *ReadPacket( void ) { return NULL; }
void ResetDemoInterpolation( void ) {}
int GetProtocolVersion();
bool ShouldLoopDemos() { return true; }
void OnLastDemoInLoopPlayed() {}
bool IsLoading( void ) { return false; } // true if demo is currently loading
public:
void StartMaster(CGameClient *client); // start HLTV server as master proxy
void ConnectRelay(const char *address); // connect to other HLTV proxy
void StartDemo(const char *filename); // starts playing back a demo file
void StartRelay( void ); // start HLTV server as relay proxy
bool SendNetMsg( INetMessage &msg, bool bForceReliable = false );
void RunFrame();
void SetMaxClients( int number );
void Changelevel( void );
void UserInfoChanged( int nClientIndex );
void SendClientMessages ( bool bSendSnapshots );
CClientFrame *AddNewFrame( CClientFrame * pFrame ); // add new frame, returns HLTV's copy
void SignonComplete( void );
void LinkInstanceBaselines( void );
void BroadcastEventLocal( IGameEvent *event, bool bReliable ); // broadcast event but not to relay proxies
void BroadcastLocalChat( const char *pszChat, const char *pszGroup ); // broadcast event but not to relay proxies
void BroadcastLocalTitle( CHLTVClient *client = NULL ); // NULL = broadcast to all
bool DispatchToRelay( CHLTVClient *pClient);
bf_write *GetBuffer( int nBuffer);
CClientFrame *GetDeltaFrame( int nTick );
inline CHLTVClient* Client( int i ) { return static_cast<CHLTVClient*>(m_Clients[i]); }
protected:
virtual bool ShouldUpdateMasterServer();
private:
CBaseClient *CreateNewClient( int slot );
void UpdateTick( void );
void UpdateStats( void );
void InstallStringTables( void );
void RestoreTick( int tick );
void EntityPVSCheck( CClientFrame *pFrame );
void InitClientRecvTables();
void FreeClientRecvTables();
void ReadCompleteDemoFile();
void ResyncDemoClock();
#ifndef NO_STEAM
void ReplyInfo( const netadr_t &adr );
#endif
// Vector GetOriginFromPackedEntity(PackedEntity* pe);
public:
CGameClient *m_MasterClient; // if != NULL, this is the master HLTV
CHLTVClientState m_ClientState;
CHLTVDemoRecorder m_DemoRecorder; // HLTV demo object for recording and playback
CGameServer *m_Server; // pointer to source server (sv.)
IHLTVDirector *m_Director; // HTLV director exported by game.dll
int m_nFirstTick; // first known server tick;
int m_nLastTick; // last tick from AddFrame()
CHLTVFrame *m_CurrentFrame; // current delayed HLTV frame
int m_nViewEntity; // the current entity HLTV is tracking
int m_nPlayerSlot; // slot of HLTV client on game server
CHLTVFrame m_HLTVFrame; // all incoming messages go here until Snapshot is made
bool m_bSignonState; // true if connecting to server
float m_flStartTime;
float m_flFPS; // FPS the proxy is running;
int m_nGameServerMaxClients; // max clients on game server
float m_fNextSendUpdateTime; // time to send next HLTV status messages
RecvTable *m_pRecvTables[MAX_DATATABLES];
int m_nRecvTables;
Vector m_vPVSOrigin;
bool m_bMasterOnlyMode;
netadr_t m_RootServer; // HLTV root server
int m_nGlobalSlots;
int m_nGlobalClients;
int m_nGlobalProxies;
CNetworkStringTableContainer m_NetworkStringTables;
CDeltaEntityCache m_DeltaCache;
CUtlVector<CFrameCacheEntry_s> m_FrameCache;
// demoplayer stuff:
CDemoFile m_DemoFile; // for demo playback
int m_nStartTick;
democmdinfo_t m_LastCmdInfo;
bool m_bPlayingBack;
bool m_bPlaybackPaused; // true if demo is paused right now
float m_flPlaybackRateModifier;
int m_nSkipToTick; // skip to tick ASAP, -1 = off
};
extern CHLTVServer *hltv; // The global HLTV server/object. NULL on xbox.
#endif // HLTVSERVER_H
|