diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/gameinterface.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/server/gameinterface.cpp')
| -rw-r--r-- | mp/src/game/server/gameinterface.cpp | 6866 |
1 files changed, 3433 insertions, 3433 deletions
diff --git a/mp/src/game/server/gameinterface.cpp b/mp/src/game/server/gameinterface.cpp index b4d09bae..c9357138 100644 --- a/mp/src/game/server/gameinterface.cpp +++ b/mp/src/game/server/gameinterface.cpp @@ -1,3433 +1,3433 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: encapsulates and implements all the accessing of the game dll from external
-// sources (only the engine at the time of writing)
-// This files ONLY contains functions and data necessary to build an interface
-// to external modules
-//===========================================================================//
-
-#include "cbase.h"
-#include "gamestringpool.h"
-#include "mapentities_shared.h"
-#include "game.h"
-#include "entityapi.h"
-#include "client.h"
-#include "saverestore.h"
-#include "entitylist.h"
-#include "gamerules.h"
-#include "soundent.h"
-#include "player.h"
-#include "server_class.h"
-#include "ai_node.h"
-#include "ai_link.h"
-#include "ai_saverestore.h"
-#include "ai_networkmanager.h"
-#include "ndebugoverlay.h"
-#include "ivoiceserver.h"
-#include <stdarg.h>
-#include "movehelper_server.h"
-#include "networkstringtable_gamedll.h"
-#include "filesystem.h"
-#include "func_areaportalwindow.h"
-#include "igamesystem.h"
-#include "init_factory.h"
-#include "vstdlib/random.h"
-#include "env_wind_shared.h"
-#include "engine/IEngineSound.h"
-#include "ispatialpartition.h"
-#include "textstatsmgr.h"
-#include "bitbuf.h"
-#include "saverestoretypes.h"
-#include "physics_saverestore.h"
-#include "achievement_saverestore.h"
-#include "tier0/vprof.h"
-#include "effect_dispatch_data.h"
-#include "engine/IStaticPropMgr.h"
-#include "TemplateEntities.h"
-#include "ai_speech.h"
-#include "soundenvelope.h"
-#include "usermessages.h"
-#include "physics.h"
-#include "igameevents.h"
-#include "EventLog.h"
-#include "datacache/idatacache.h"
-#include "engine/ivdebugoverlay.h"
-#include "shareddefs.h"
-#include "props.h"
-#include "timedeventmgr.h"
-#include "gameinterface.h"
-#include "eventqueue.h"
-#include "hltvdirector.h"
-#if defined( REPLAY_ENABLED )
-#include "replay/iserverreplaycontext.h"
-#endif
-#include "SoundEmitterSystem/isoundemittersystembase.h"
-#include "AI_ResponseSystem.h"
-#include "saverestore_stringtable.h"
-#include "util.h"
-#include "tier0/icommandline.h"
-#include "datacache/imdlcache.h"
-#include "engine/iserverplugin.h"
-#ifdef _WIN32
-#include "ienginevgui.h"
-#endif
-#include "ragdoll_shared.h"
-#include "toolframework/iserverenginetools.h"
-#include "sceneentity.h"
-#include "appframework/IAppSystemGroup.h"
-#include "scenefilecache/ISceneFileCache.h"
-#include "tier2/tier2.h"
-#include "particles/particles.h"
-#include "gamestats.h"
-#include "ixboxsystem.h"
-#include "engine/imatchmaking.h"
-#include "hl2orange.spa.h"
-#include "particle_parse.h"
-#ifndef NO_STEAM
-#include "steam/steam_gameserver.h"
-#endif
-#include "tier3/tier3.h"
-#include "serverbenchmark_base.h"
-#include "querycache.h"
-
-
-#ifdef TF_DLL
-#include "gc_clientsystem.h"
-#include "econ_item_inventory.h"
-#include "steamworks_gamestats.h"
-#include "tf/tf_gc_server.h"
-#include "tf_gamerules.h"
-#include "tf_lobby.h"
-#include "player_vs_environment/tf_population_manager.h"
-
-extern ConVar tf_mm_trusted;
-extern ConVar tf_mm_servermode;
-#endif
-
-#ifdef USE_NAV_MESH
-#include "nav_mesh.h"
-#endif
-
-#ifdef NEXT_BOT
-#include "NextBotManager.h"
-#endif
-
-#ifdef USES_ECON_ITEMS
-#include "econ_item_system.h"
-#endif // USES_ECON_ITEMS
-
-#ifdef CSTRIKE_DLL // BOTPORT: TODO: move these ifdefs out
-#include "bot/bot.h"
-#endif
-
-#ifdef PORTAL
-#include "prop_portal_shared.h"
-#include "portal_player.h"
-#endif
-
-#if defined( REPLAY_ENABLED )
-#include "replay/ireplaysystem.h"
-#endif
-
-extern IToolFrameworkServer *g_pToolFrameworkServer;
-extern IParticleSystemQuery *g_pParticleSystemQuery;
-
-extern ConVar commentary;
-
-#ifndef NO_STEAM
-// this context is not available on dedicated servers
-// WARNING! always check if interfaces are available before using
-static CSteamAPIContext s_SteamAPIContext;
-CSteamAPIContext *steamapicontext = &s_SteamAPIContext;
-
-// this context is not available on a pure client connected to a remote server.
-// WARNING! always check if interfaces are available before using
-static CSteamGameServerAPIContext s_SteamGameServerAPIContext;
-CSteamGameServerAPIContext *steamgameserverapicontext = &s_SteamGameServerAPIContext;
-#endif
-
-IUploadGameStats *gamestatsuploader = NULL;
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-CTimedEventMgr g_NetworkPropertyEventMgr;
-
-ISaveRestoreBlockHandler *GetEventQueueSaveRestoreBlockHandler();
-ISaveRestoreBlockHandler *GetCommentarySaveRestoreBlockHandler();
-
-CUtlLinkedList<CMapEntityRef, unsigned short> g_MapEntityRefs;
-
-// Engine interfaces.
-IVEngineServer *engine = NULL;
-IVoiceServer *g_pVoiceServer = NULL;
-#if !defined(_STATIC_LINKED)
-IFileSystem *filesystem = NULL;
-#else
-extern IFileSystem *filesystem;
-#endif
-INetworkStringTableContainer *networkstringtable = NULL;
-IStaticPropMgrServer *staticpropmgr = NULL;
-IUniformRandomStream *random = NULL;
-IEngineSound *enginesound = NULL;
-ISpatialPartition *partition = NULL;
-IVModelInfo *modelinfo = NULL;
-IEngineTrace *enginetrace = NULL;
-IGameEventManager2 *gameeventmanager = NULL;
-IDataCache *datacache = NULL;
-IVDebugOverlay * debugoverlay = NULL;
-ISoundEmitterSystemBase *soundemitterbase = NULL;
-IServerPluginHelpers *serverpluginhelpers = NULL;
-IServerEngineTools *serverenginetools = NULL;
-ISceneFileCache *scenefilecache = NULL;
-IXboxSystem *xboxsystem = NULL; // Xbox 360 only
-IMatchmaking *matchmaking = NULL; // Xbox 360 only
-#if defined( REPLAY_ENABLED )
-IReplaySystem *g_pReplay = NULL;
-IServerReplayContext *g_pReplayServerContext = NULL;
-#endif
-
-IGameSystem *SoundEmitterSystem();
-
-bool ModelSoundsCacheInit();
-void ModelSoundsCacheShutdown();
-
-void SceneManager_ClientActive( CBasePlayer *player );
-
-class IMaterialSystem;
-class IStudioRender;
-
-#ifdef _DEBUG
-static ConVar s_UseNetworkVars( "UseNetworkVars", "1", FCVAR_CHEAT, "For profiling, toggle network vars." );
-#endif
-
-extern ConVar sv_noclipduringpause;
-ConVar sv_massreport( "sv_massreport", "0" );
-ConVar sv_force_transmit_ents( "sv_force_transmit_ents", "0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "Will transmit all entities to client, regardless of PVS conditions (will still skip based on transmit flags, however)." );
-
-ConVar sv_autosave( "sv_autosave", "1", 0, "Set to 1 to autosave game on level transition. Does not affect autosave triggers." );
-ConVar *sv_maxreplay = NULL;
-static ConVar *g_pcv_commentary = NULL;
-static ConVar *g_pcv_ThreadMode = NULL;
-static ConVar *g_pcv_hideServer = NULL;
-
-// String tables
-INetworkStringTable *g_pStringTableParticleEffectNames = NULL;
-INetworkStringTable *g_pStringTableEffectDispatch = NULL;
-INetworkStringTable *g_pStringTableVguiScreen = NULL;
-INetworkStringTable *g_pStringTableMaterials = NULL;
-INetworkStringTable *g_pStringTableInfoPanel = NULL;
-INetworkStringTable *g_pStringTableClientSideChoreoScenes = NULL;
-INetworkStringTable *g_pStringTableServerMapCycle = NULL;
-
-#ifdef TF_DLL
-INetworkStringTable *g_pStringTableServerPopFiles = NULL;
-INetworkStringTable *g_pStringTableServerMapCycleMvM = NULL;
-#endif
-
-CStringTableSaveRestoreOps g_VguiScreenStringOps;
-
-// Holds global variables shared between engine and game.
-CGlobalVars *gpGlobals;
-edict_t *g_pDebugEdictBase = 0;
-static int g_nCommandClientIndex = 0;
-
-// The chapter number of the current
-static int g_nCurrentChapterIndex = -1;
-
-#ifdef _DEBUG
-static ConVar sv_showhitboxes( "sv_showhitboxes", "-1", FCVAR_CHEAT, "Send server-side hitboxes for specified entity to client (NOTE: this uses lots of bandwidth, use on listen server only)." );
-#endif
-
-void PrecachePointTemplates();
-
-static ClientPutInServerOverrideFn g_pClientPutInServerOverride = NULL;
-static void UpdateChapterRestrictions( const char *mapname );
-
-static void UpdateRichPresence ( void );
-
-
-#if !defined( _XBOX ) // Don't doubly define this symbol.
-CSharedEdictChangeInfo *g_pSharedChangeInfo = NULL;
-
-#endif
-
-IChangeInfoAccessor *CBaseEdict::GetChangeAccessor()
-{
- return engine->GetChangeAccessor( (const edict_t *)this );
-}
-
-const IChangeInfoAccessor *CBaseEdict::GetChangeAccessor() const
-{
- return engine->GetChangeAccessor( (const edict_t *)this );
-}
-
-const char *GetHintTypeDescription( CAI_Hint *pHint );
-
-void ClientPutInServerOverride( ClientPutInServerOverrideFn fn )
-{
- g_pClientPutInServerOverride = fn;
-}
-
-ConVar ai_post_frame_navigation( "ai_post_frame_navigation", "0" );
-class CPostFrameNavigationHook;
-extern CPostFrameNavigationHook *PostFrameNavigationSystem( void );
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Output : int
-//-----------------------------------------------------------------------------
-int UTIL_GetCommandClientIndex( void )
-{
- // -1 == unknown,dedicated server console
- // 0 == player 1
-
- // Convert to 1 based offset
- return (g_nCommandClientIndex+1);
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Output : CBasePlayer
-//-----------------------------------------------------------------------------
-CBasePlayer *UTIL_GetCommandClient( void )
-{
- int idx = UTIL_GetCommandClientIndex();
- if ( idx > 0 )
- {
- return UTIL_PlayerByIndex( idx );
- }
-
- // HLDS console issued command
- return NULL;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Retrieves the MOD directory for the active game (ie. "hl2")
-//-----------------------------------------------------------------------------
-
-bool UTIL_GetModDir( char *lpszTextOut, unsigned int nSize )
-{
- // Must pass in a buffer at least large enough to hold the desired string
- const char *pGameDir = CommandLine()->ParmValue( "-game", "hl2" );
- Assert( strlen(pGameDir) <= nSize );
- if ( strlen(pGameDir) > nSize )
- return false;
-
- Q_strncpy( lpszTextOut, pGameDir, nSize );
- if ( Q_strnchr( lpszTextOut, '/', nSize ) || Q_strnchr( lpszTextOut, '\\', nSize ) )
- {
- // Strip the last directory off (which will be our game dir)
- Q_StripLastDir( lpszTextOut, nSize );
-
- // Find the difference in string lengths and take that difference from the original string as the mod dir
- int dirlen = Q_strlen( lpszTextOut );
- Q_strncpy( lpszTextOut, pGameDir + dirlen, Q_strlen( pGameDir ) - dirlen + 1 );
- }
-
- return true;
-}
-
-extern void InitializeCvars( void );
-
-CBaseEntity* FindPickerEntity( CBasePlayer* pPlayer );
-CAI_Node* FindPickerAINode( CBasePlayer* pPlayer, NodeType_e nNodeType );
-CAI_Link* FindPickerAILink( CBasePlayer* pPlayer );
-float GetFloorZ(const Vector &origin);
-void UpdateAllClientData( void );
-void DrawMessageEntities();
-
-#include "ai_network.h"
-
-// For now just using one big AI network
-extern ConVar think_limit;
-
-
-#if 0
-//-----------------------------------------------------------------------------
-// Purpose: Draw output overlays for any measure sections
-// Input :
-//-----------------------------------------------------------------------------
-void DrawMeasuredSections(void)
-{
- int row = 1;
- float rowheight = 0.025;
-
- CMeasureSection *p = CMeasureSection::GetList();
- while ( p )
- {
- char str[256];
- Q_snprintf(str,sizeof(str),"%s",p->GetName());
- NDebugOverlay::ScreenText( 0.01,0.51+(row*rowheight),str, 255,255,255,255, 0.0 );
-
- Q_snprintf(str,sizeof(str),"%5.2f\n",p->GetTime().GetMillisecondsF());
- //Q_snprintf(str,sizeof(str),"%3.3f\n",p->GetTime().GetSeconds() * 100.0 / engine->Time());
- NDebugOverlay::ScreenText( 0.28,0.51+(row*rowheight),str, 255,255,255,255, 0.0 );
-
- Q_snprintf(str,sizeof(str),"%5.2f\n",p->GetMaxTime().GetMillisecondsF());
- //Q_snprintf(str,sizeof(str),"%3.3f\n",p->GetTime().GetSeconds() * 100.0 / engine->Time());
- NDebugOverlay::ScreenText( 0.34,0.51+(row*rowheight),str, 255,255,255,255, 0.0 );
-
-
- row++;
-
- p = p->GetNext();
- }
-
- bool sort_reset = false;
-
- // Time to redo sort?
- if ( measure_resort.GetFloat() > 0.0 &&
- engine->Time() >= CMeasureSection::m_dNextResort )
- {
- // Redo it
- CMeasureSection::SortSections();
- // Set next time
- CMeasureSection::m_dNextResort = engine->Time() + measure_resort.GetFloat();
- // Flag to reset sort accumulator, too
- sort_reset = true;
- }
-
- // Iterate through the sections now
- p = CMeasureSection::GetList();
- while ( p )
- {
- // Update max
- p->UpdateMax();
-
- // Reset regular accum.
- p->Reset();
- // Reset sort accum less often
- if ( sort_reset )
- {
- p->SortReset();
- }
- p = p->GetNext();
- }
-
-}
-#endif
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void DrawAllDebugOverlays( void )
-{
- // If in debug select mode print the selection entities name or classname
- if (CBaseEntity::m_bInDebugSelect)
- {
- CBasePlayer* pPlayer = UTIL_PlayerByIndex( CBaseEntity::m_nDebugPlayer );
-
- if (pPlayer)
- {
- // First try to trace a hull to an entity
- CBaseEntity *pEntity = FindPickerEntity( pPlayer );
-
- if ( pEntity )
- {
- pEntity->DrawDebugTextOverlays();
- pEntity->DrawBBoxOverlay();
- pEntity->SendDebugPivotOverlay();
- }
- }
- }
-
- // --------------------------------------------------------
- // Draw debug overlay lines
- // --------------------------------------------------------
- UTIL_DrawOverlayLines();
-
- // ------------------------------------------------------------------------
- // If in wc_edit mode draw a box to highlight which node I'm looking at
- // ------------------------------------------------------------------------
- if (engine->IsInEditMode())
- {
- CBasePlayer* pPlayer = UTIL_PlayerByIndex( CBaseEntity::m_nDebugPlayer );
- if (pPlayer)
- {
- if (g_pAINetworkManager->GetEditOps()->m_bLinkEditMode)
- {
- CAI_Link* pAILink = FindPickerAILink(pPlayer);
- if (pAILink)
- {
- // For now just using one big AI network
- Vector startPos = g_pBigAINet->GetNode(pAILink->m_iSrcID)->GetPosition(g_pAINetworkManager->GetEditOps()->m_iHullDrawNum);
- Vector endPos = g_pBigAINet->GetNode(pAILink->m_iDestID)->GetPosition(g_pAINetworkManager->GetEditOps()->m_iHullDrawNum);
- Vector linkDir = startPos-endPos;
- float linkLen = VectorNormalize( linkDir );
-
- // Draw in green if link that's been turned off
- if (pAILink->m_LinkInfo & bits_LINK_OFF)
- {
- NDebugOverlay::BoxDirection(startPos, Vector(-4,-4,-4), Vector(-linkLen,4,4), linkDir, 0,255,0,40,0);
- }
- else
- {
- NDebugOverlay::BoxDirection(startPos, Vector(-4,-4,-4), Vector(-linkLen,4,4), linkDir, 255,0,0,40,0);
- }
- }
- }
- else
- {
- CAI_Node* pAINode;
- if (g_pAINetworkManager->GetEditOps()->m_bAirEditMode)
- {
- pAINode = FindPickerAINode(pPlayer,NODE_AIR);
- }
- else
- {
- pAINode = FindPickerAINode(pPlayer,NODE_GROUND);
- }
-
- if (pAINode)
- {
- Vector vecPos = pAINode->GetPosition(g_pAINetworkManager->GetEditOps()->m_iHullDrawNum);
- NDebugOverlay::Box( vecPos, Vector(-8,-8,-8), Vector(8,8,8), 255,0,0,40,0);
-
- if ( pAINode->GetHint() )
- {
- CBaseEntity *pEnt = (CBaseEntity *)pAINode->GetHint();
- if ( pEnt->GetEntityName() != NULL_STRING )
- {
- NDebugOverlay::Text( vecPos + Vector(0,0,6), STRING(pEnt->GetEntityName()), false, 0 );
- }
- NDebugOverlay::Text( vecPos, GetHintTypeDescription( pAINode->GetHint() ), false, 0 );
- }
- }
- }
- // ------------------------------------
- // If in air edit mode draw guide line
- // ------------------------------------
- if (g_pAINetworkManager->GetEditOps()->m_bAirEditMode)
- {
- UTIL_DrawPositioningOverlay(g_pAINetworkManager->GetEditOps()->m_flAirEditDistance);
- }
- else
- {
- NDebugOverlay::DrawGroundCrossHairOverlay();
- }
- }
- }
-
- // For not just using one big AI Network
- if ( g_pAINetworkManager )
- {
- g_pAINetworkManager->GetEditOps()->DrawAINetworkOverlay();
- }
-
- // PERFORMANCE: only do this in developer mode
- if ( g_pDeveloper->GetInt() && !engine->IsDedicatedServer() )
- {
- // iterate through all objects for debug overlays
- const CEntInfo *pInfo = gEntList.FirstEntInfo();
-
- for ( ;pInfo; pInfo = pInfo->m_pNext )
- {
- CBaseEntity *ent = (CBaseEntity *)pInfo->m_pEntity;
- // HACKHACK: to flag off these calls
- if ( ent->m_debugOverlays || ent->m_pTimedOverlay )
- {
- MDLCACHE_CRITICAL_SECTION();
- ent->DrawDebugGeometryOverlays();
- }
- }
- }
-
- if ( sv_massreport.GetInt() )
- {
- // iterate through all objects for debug overlays
- const CEntInfo *pInfo = gEntList.FirstEntInfo();
-
- for ( ;pInfo; pInfo = pInfo->m_pNext )
- {
- CBaseEntity *ent = (CBaseEntity *)pInfo->m_pEntity;
- if (!ent->VPhysicsGetObject())
- continue;
-
- char tempstr[512];
- Q_snprintf(tempstr, sizeof(tempstr),"%s: Mass: %.2f kg / %.2f lb (%s)",
- STRING( ent->GetModelName() ), ent->VPhysicsGetObject()->GetMass(),
- kg2lbs(ent->VPhysicsGetObject()->GetMass()),
- GetMassEquivalent(ent->VPhysicsGetObject()->GetMass()));
- ent->EntityText(0, tempstr, 0);
- }
- }
-
- // A hack to draw point_message entities w/o developer required
- DrawMessageEntities();
-}
-
-CServerGameDLL g_ServerGameDLL;
-// INTERFACEVERSION_SERVERGAMEDLL_VERSION_8 is compatible with the latest since we're only adding things to the end, so expose that as well.
-EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CServerGameDLL, IServerGameDLL008, INTERFACEVERSION_SERVERGAMEDLL_VERSION_8, g_ServerGameDLL );
-EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CServerGameDLL, IServerGameDLL, INTERFACEVERSION_SERVERGAMEDLL, g_ServerGameDLL);
-
-// When bumping the version to this interface, check that our assumption is still valid and expose the older version in the same way
-COMPILE_TIME_ASSERT( INTERFACEVERSION_SERVERGAMEDLL_INT == 9 );
-
-bool CServerGameDLL::DLLInit( CreateInterfaceFn appSystemFactory,
- CreateInterfaceFn physicsFactory, CreateInterfaceFn fileSystemFactory,
- CGlobalVars *pGlobals)
-{
- ConnectTier1Libraries( &appSystemFactory, 1 );
- ConnectTier2Libraries( &appSystemFactory, 1 );
- ConnectTier3Libraries( &appSystemFactory, 1 );
-
- // Connected in ConnectTier1Libraries
- if ( cvar == NULL )
- return false;
-
-#ifndef _X360
- s_SteamAPIContext.Init();
- s_SteamGameServerAPIContext.Init();
-#endif
-
- // init each (seperated for ease of debugging)
- if ( (engine = (IVEngineServer*)appSystemFactory(INTERFACEVERSION_VENGINESERVER, NULL)) == NULL )
- return false;
- if ( (g_pVoiceServer = (IVoiceServer*)appSystemFactory(INTERFACEVERSION_VOICESERVER, NULL)) == NULL )
- return false;
- if ( (networkstringtable = (INetworkStringTableContainer *)appSystemFactory(INTERFACENAME_NETWORKSTRINGTABLESERVER,NULL)) == NULL )
- return false;
- if ( (staticpropmgr = (IStaticPropMgrServer *)appSystemFactory(INTERFACEVERSION_STATICPROPMGR_SERVER,NULL)) == NULL )
- return false;
- if ( (random = (IUniformRandomStream *)appSystemFactory(VENGINE_SERVER_RANDOM_INTERFACE_VERSION, NULL)) == NULL )
- return false;
- if ( (enginesound = (IEngineSound *)appSystemFactory(IENGINESOUND_SERVER_INTERFACE_VERSION, NULL)) == NULL )
- return false;
- if ( (partition = (ISpatialPartition *)appSystemFactory(INTERFACEVERSION_SPATIALPARTITION, NULL)) == NULL )
- return false;
- if ( (modelinfo = (IVModelInfo *)appSystemFactory(VMODELINFO_SERVER_INTERFACE_VERSION, NULL)) == NULL )
- return false;
- if ( (enginetrace = (IEngineTrace *)appSystemFactory(INTERFACEVERSION_ENGINETRACE_SERVER,NULL)) == NULL )
- return false;
- if ( (filesystem = (IFileSystem *)fileSystemFactory(FILESYSTEM_INTERFACE_VERSION,NULL)) == NULL )
- return false;
- if ( (gameeventmanager = (IGameEventManager2 *)appSystemFactory(INTERFACEVERSION_GAMEEVENTSMANAGER2,NULL)) == NULL )
- return false;
- if ( (datacache = (IDataCache*)appSystemFactory(DATACACHE_INTERFACE_VERSION, NULL )) == NULL )
- return false;
- if ( (soundemitterbase = (ISoundEmitterSystemBase *)appSystemFactory(SOUNDEMITTERSYSTEM_INTERFACE_VERSION, NULL)) == NULL )
- return false;
-#ifndef _XBOX
- if ( (gamestatsuploader = (IUploadGameStats *)appSystemFactory( INTERFACEVERSION_UPLOADGAMESTATS, NULL )) == NULL )
- return false;
-#endif
- if ( !mdlcache )
- return false;
- if ( (serverpluginhelpers = (IServerPluginHelpers *)appSystemFactory(INTERFACEVERSION_ISERVERPLUGINHELPERS, NULL)) == NULL )
- return false;
- if ( (scenefilecache = (ISceneFileCache *)appSystemFactory( SCENE_FILE_CACHE_INTERFACE_VERSION, NULL )) == NULL )
- return false;
- if ( IsX360() && (xboxsystem = (IXboxSystem *)appSystemFactory( XBOXSYSTEM_INTERFACE_VERSION, NULL )) == NULL )
- return false;
- if ( IsX360() && (matchmaking = (IMatchmaking *)appSystemFactory( VENGINE_MATCHMAKING_VERSION, NULL )) == NULL )
- return false;
-
- // If not running dedicated, grab the engine vgui interface
- if ( !engine->IsDedicatedServer() )
- {
-#ifdef _WIN32
- // This interface is optional, and is only valid when running with -tools
- serverenginetools = ( IServerEngineTools * )appSystemFactory( VSERVERENGINETOOLS_INTERFACE_VERSION, NULL );
-#endif
- }
-
- // Yes, both the client and game .dlls will try to Connect, the soundemittersystem.dll will handle this gracefully
- if ( !soundemitterbase->Connect( appSystemFactory ) )
- return false;
-
- // cache the globals
- gpGlobals = pGlobals;
-
- g_pSharedChangeInfo = engine->GetSharedEdictChangeInfo();
-
- MathLib_Init( 2.2f, 2.2f, 0.0f, 2.0f );
-
- // save these in case other system inits need them
- factorylist_t factories;
- factories.engineFactory = appSystemFactory;
- factories.fileSystemFactory = fileSystemFactory;
- factories.physicsFactory = physicsFactory;
- FactoryList_Store( factories );
-
- // load used game events
- gameeventmanager->LoadEventsFromFile("resource/gameevents.res");
-
- // init the cvar list first in case inits want to reference them
- InitializeCvars();
-
- // Initialize the particle system
- if ( !g_pParticleSystemMgr->Init( g_pParticleSystemQuery ) )
- {
- return false;
- }
-
- sv_cheats = g_pCVar->FindVar( "sv_cheats" );
- if ( !sv_cheats )
- return false;
-
- g_pcv_commentary = g_pCVar->FindVar( "commentary" );
- g_pcv_ThreadMode = g_pCVar->FindVar( "host_thread_mode" );
- g_pcv_hideServer = g_pCVar->FindVar( "hide_server" );
-
- sv_maxreplay = g_pCVar->FindVar( "sv_maxreplay" );
-
- g_pGameSaveRestoreBlockSet->AddBlockHandler( GetEntitySaveRestoreBlockHandler() );
- g_pGameSaveRestoreBlockSet->AddBlockHandler( GetPhysSaveRestoreBlockHandler() );
- g_pGameSaveRestoreBlockSet->AddBlockHandler( GetAISaveRestoreBlockHandler() );
- g_pGameSaveRestoreBlockSet->AddBlockHandler( GetTemplateSaveRestoreBlockHandler() );
- g_pGameSaveRestoreBlockSet->AddBlockHandler( GetDefaultResponseSystemSaveRestoreBlockHandler() );
- g_pGameSaveRestoreBlockSet->AddBlockHandler( GetCommentarySaveRestoreBlockHandler() );
- g_pGameSaveRestoreBlockSet->AddBlockHandler( GetEventQueueSaveRestoreBlockHandler() );
- g_pGameSaveRestoreBlockSet->AddBlockHandler( GetAchievementSaveRestoreBlockHandler() );
-
- // The string system must init first + shutdown last
- IGameSystem::Add( GameStringSystem() );
-
- // Physics must occur before the sound envelope manager
- IGameSystem::Add( PhysicsGameSystem() );
-
- // Used to service deferred navigation queries for NPCs
- IGameSystem::Add( (IGameSystem *) PostFrameNavigationSystem() );
-
- // Add game log system
- IGameSystem::Add( GameLogSystem() );
-#ifndef _XBOX
- // Add HLTV director
- IGameSystem::Add( HLTVDirectorSystem() );
-#endif
- // Add sound emitter
- IGameSystem::Add( SoundEmitterSystem() );
-
- // load Mod specific game events ( MUST be before InitAllSystems() so it can pickup the mod specific events)
- gameeventmanager->LoadEventsFromFile("resource/ModEvents.res");
-
-#ifdef CSTRIKE_DLL // BOTPORT: TODO: move these ifdefs out
- InstallBotControl();
-#endif
-
- if ( !IGameSystem::InitAllSystems() )
- return false;
-
-#if defined( REPLAY_ENABLED )
- if ( gameeventmanager->LoadEventsFromFile( "resource/replayevents.res" ) <= 0 )
- {
- Warning( "\n*\n* replayevents.res MISSING.\n*\n\n" );
- return false;
- }
-#endif
-
- // Due to dependencies, these are not autogamesystems
- if ( !ModelSoundsCacheInit() )
- {
- return false;
- }
-
- InvalidateQueryCache();
-
- // Parse the particle manifest file & register the effects within it
- ParseParticleEffects( false, false );
-
- // try to get debug overlay, may be NULL if on HLDS
- debugoverlay = (IVDebugOverlay *)appSystemFactory( VDEBUG_OVERLAY_INTERFACE_VERSION, NULL );
-
-#ifndef _XBOX
-#ifdef USE_NAV_MESH
- // create the Navigation Mesh interface
- TheNavMesh = NavMeshFactory();
-#endif
-
- // init the gamestatsupload connection
- gamestatsuploader->InitConnection();
-#endif
-
- return true;
-}
-
-void CServerGameDLL::PostInit()
-{
- IGameSystem::PostInitAllSystems();
-}
-
-void CServerGameDLL::DLLShutdown( void )
-{
-
- // Due to dependencies, these are not autogamesystems
- ModelSoundsCacheShutdown();
-
- g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetAchievementSaveRestoreBlockHandler() );
- g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetCommentarySaveRestoreBlockHandler() );
- g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetEventQueueSaveRestoreBlockHandler() );
- g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetDefaultResponseSystemSaveRestoreBlockHandler() );
- g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetTemplateSaveRestoreBlockHandler() );
- g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetAISaveRestoreBlockHandler() );
- g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetPhysSaveRestoreBlockHandler() );
- g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetEntitySaveRestoreBlockHandler() );
-
- char *pFilename = g_TextStatsMgr.GetStatsFilename();
- if ( !pFilename || !pFilename[0] )
- {
- g_TextStatsMgr.SetStatsFilename( "stats.txt" );
- }
- g_TextStatsMgr.WriteFile( filesystem );
-
- IGameSystem::ShutdownAllSystems();
-
-#ifdef CSTRIKE_DLL // BOTPORT: TODO: move these ifdefs out
- RemoveBotControl();
-#endif
-
-#ifndef _XBOX
-#ifdef USE_NAV_MESH
- // destroy the Navigation Mesh interface
- if ( TheNavMesh )
- {
- delete TheNavMesh;
- TheNavMesh = NULL;
- }
-#endif
- // reset (shutdown) the gamestatsupload connection
- gamestatsuploader->InitConnection();
-#endif
-
-#ifndef _X360
- s_SteamAPIContext.Clear(); // Steam API context shutdown
- s_SteamGameServerAPIContext.Clear();
-#endif
-
- gameeventmanager = NULL;
-
- DisconnectTier3Libraries();
- DisconnectTier2Libraries();
- ConVar_Unregister();
- DisconnectTier1Libraries();
-}
-
-bool CServerGameDLL::ReplayInit( CreateInterfaceFn fnReplayFactory )
-{
-#if defined( REPLAY_ENABLED )
- if ( !IsPC() )
- return false;
- if ( (g_pReplay = ( IReplaySystem *)fnReplayFactory( REPLAY_INTERFACE_VERSION, NULL )) == NULL )
- return false;
- if ( (g_pReplayServerContext = g_pReplay->SV_GetContext()) == NULL )
- return false;
- return true;
-#else
- return false;
-#endif
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: See shareddefs.h for redefining this. Don't even think about it, though, for HL2. Or you will pay. ywb 9/22/03
-// Output : float
-//-----------------------------------------------------------------------------
-float CServerGameDLL::GetTickInterval( void ) const
-{
- float tickinterval = DEFAULT_TICK_INTERVAL;
-
-//=============================================================================
-// HPE_BEGIN:
-// [Forrest] For Counter-Strike, set default tick rate of 66 and removed -tickrate command line parameter.
-//=============================================================================
-// Ignoring this for now, server ops are abusing it
-#if !defined( TF_DLL ) && !defined( CSTRIKE_DLL ) && !defined( DOD_DLL )
-//=============================================================================
-// HPE_END
-//=============================================================================
- // override if tick rate specified in command line
- if ( CommandLine()->CheckParm( "-tickrate" ) )
- {
- float tickrate = CommandLine()->ParmValue( "-tickrate", 0 );
- if ( tickrate > 10 )
- tickinterval = 1.0f / tickrate;
- }
-#endif
-
- return tickinterval;
-}
-
-// This is called when a new game is started. (restart, map)
-bool CServerGameDLL::GameInit( void )
-{
- ResetGlobalState();
- engine->ServerCommand( "exec game.cfg\n" );
- engine->ServerExecute( );
- CBaseEntity::sm_bAccurateTriggerBboxChecks = true;
-
- IGameEvent *event = gameeventmanager->CreateEvent( "game_init" );
- if ( event )
- {
- gameeventmanager->FireEvent( event );
- }
-
- return true;
-}
-
-// This is called when a game ends (server disconnect, death, restart, load)
-// NOT on level transitions within a game
-void CServerGameDLL::GameShutdown( void )
-{
- ResetGlobalState();
-}
-
-static bool g_OneWayTransition = false;
-void Game_SetOneWayTransition( void )
-{
- g_OneWayTransition = true;
-}
-
-static CUtlVector<EHANDLE> g_RestoredEntities;
-// just for debugging, assert that this is the only time this function is called
-static bool g_InRestore = false;
-
-void AddRestoredEntity( CBaseEntity *pEntity )
-{
- Assert(g_InRestore);
- if ( !pEntity )
- return;
-
- g_RestoredEntities.AddToTail( EHANDLE(pEntity) );
-}
-
-void EndRestoreEntities()
-{
- if ( !g_InRestore )
- return;
-
- // The entire hierarchy is restored, so we can call GetAbsOrigin again.
- //CBaseEntity::SetAbsQueriesValid( true );
-
- // Call all entities' OnRestore handlers
- for ( int i = g_RestoredEntities.Count()-1; i >=0; --i )
- {
- CBaseEntity *pEntity = g_RestoredEntities[i].Get();
- if ( pEntity && !pEntity->IsDormant() )
- {
- MDLCACHE_CRITICAL_SECTION();
- pEntity->OnRestore();
- }
- }
-
- g_RestoredEntities.Purge();
-
- IGameSystem::OnRestoreAllSystems();
-
- g_InRestore = false;
- gEntList.CleanupDeleteList();
-
- // HACKHACK: UNDONE: We need to redesign the main loop with respect to save/load/server activate
- g_ServerGameDLL.ServerActivate( NULL, 0, 0 );
- CBaseEntity::SetAllowPrecache( false );
-}
-
-void BeginRestoreEntities()
-{
- if ( g_InRestore )
- {
- DevMsg( "BeginRestoreEntities without previous EndRestoreEntities.\n" );
- gEntList.CleanupDeleteList();
- }
- g_RestoredEntities.Purge();
- g_InRestore = true;
-
- CBaseEntity::SetAllowPrecache( true );
-
- // No calls to GetAbsOrigin until the entire hierarchy is restored!
- //CBaseEntity::SetAbsQueriesValid( false );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: This prevents sv.tickcount/gpGlobals->tickcount from advancing during restore which
-// would cause a lot of the NPCs to fast forward their think times to the same
-// tick due to some ticks being elapsed during restore where there was no simulation going on
-//-----------------------------------------------------------------------------
-bool CServerGameDLL::IsRestoring()
-{
- return g_InRestore;
-}
-
-// Called any time a new level is started (after GameInit() also on level transitions within a game)
-bool CServerGameDLL::LevelInit( const char *pMapName, char const *pMapEntities, char const *pOldLevel, char const *pLandmarkName, bool loadGame, bool background )
-{
- VPROF("CServerGameDLL::LevelInit");
-
-#ifdef USES_ECON_ITEMS
- GameItemSchema_t *pItemSchema = ItemSystem()->GetItemSchema();
- if ( pItemSchema )
- {
- pItemSchema->BInitFromDelayedBuffer();
- }
-#endif // USES_ECON_ITEMS
-
- ResetWindspeed();
- UpdateChapterRestrictions( pMapName );
-
- if ( IsX360() && !background && (gpGlobals->maxClients == 1) && (g_nCurrentChapterIndex >= 0) )
- {
- // Single player games tell xbox live what game & chapter the user is playing
- UpdateRichPresence();
- }
-
- //Tony; parse custom manifest if exists!
- ParseParticleEffectsMap( pMapName, false );
-
- // IGameSystem::LevelInitPreEntityAllSystems() is called when the world is precached
- // That happens either in LoadGameState() or in MapEntity_ParseAllEntities()
- if ( loadGame )
- {
- if ( pOldLevel )
- {
- gpGlobals->eLoadType = MapLoad_Transition;
- }
- else
- {
- gpGlobals->eLoadType = MapLoad_LoadGame;
- }
-
- BeginRestoreEntities();
- if ( !engine->LoadGameState( pMapName, 1 ) )
- {
- if ( pOldLevel )
- {
- MapEntity_ParseAllEntities( pMapEntities );
- }
- else
- {
- // Regular save load case
- return false;
- }
- }
-
- if ( pOldLevel )
- {
- engine->LoadAdjacentEnts( pOldLevel, pLandmarkName );
- }
-
- if ( g_OneWayTransition )
- {
- engine->ClearSaveDirAfterClientLoad();
- }
-
- if ( pOldLevel && sv_autosave.GetBool() == true )
- {
- // This is a single-player style level transition.
- // Queue up an autosave one second into the level
- CBaseEntity *pAutosave = CBaseEntity::Create( "logic_autosave", vec3_origin, vec3_angle, NULL );
- if ( pAutosave )
- {
- g_EventQueue.AddEvent( pAutosave, "Save", 1.0, NULL, NULL );
- g_EventQueue.AddEvent( pAutosave, "Kill", 1.1, NULL, NULL );
- }
- }
- }
- else
- {
- if ( background )
- {
- gpGlobals->eLoadType = MapLoad_Background;
- }
- else
- {
- gpGlobals->eLoadType = MapLoad_NewGame;
- }
-
- // Clear out entity references, and parse the entities into it.
- g_MapEntityRefs.Purge();
- CMapLoadEntityFilter filter;
- MapEntity_ParseAllEntities( pMapEntities, &filter );
-
- g_pServerBenchmark->StartBenchmark();
-
- // Now call the mod specific parse
- LevelInit_ParseAllEntities( pMapEntities );
- }
-
- // Check low violence settings for this map
- g_RagdollLVManager.SetLowViolence( pMapName );
-
- // Now that all of the active entities have been loaded in, precache any entities who need point_template parameters
- // to be parsed (the above code has loaded all point_template entities)
- PrecachePointTemplates();
-
- // load MOTD from file into stringtable
- LoadMessageOfTheDay();
-
- // Sometimes an ent will Remove() itself during its precache, so RemoveImmediate won't happen.
- // This makes sure those ents get cleaned up.
- gEntList.CleanupDeleteList();
-
- g_AIFriendliesTalkSemaphore.Release();
- g_AIFoesTalkSemaphore.Release();
- g_OneWayTransition = false;
-
- // clear any pending autosavedangerous
- m_fAutoSaveDangerousTime = 0.0f;
- m_fAutoSaveDangerousMinHealthToCommit = 0.0f;
- return true;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: called after every level change and load game, iterates through all the
-// active entities and gives them a chance to fix up their state
-//-----------------------------------------------------------------------------
-#ifdef DEBUG
-bool g_bReceivedChainedActivate;
-bool g_bCheckForChainedActivate;
-#define BeginCheckChainedActivate() if (0) ; else { g_bCheckForChainedActivate = true; g_bReceivedChainedActivate = false; }
-#define EndCheckChainedActivate( bCheck ) \
- if (0) ; else \
- { \
- if ( bCheck ) \
- { \
- char msg[ 1024 ]; \
- Q_snprintf( msg, sizeof( msg ), "Entity (%i/%s/%s) failed to call base class Activate()\n", pClass->entindex(), pClass->GetClassname(), STRING( pClass->GetEntityName() ) ); \
- AssertMsg( g_bReceivedChainedActivate == true, msg ); \
- } \
- g_bCheckForChainedActivate = false; \
- }
-#else
-#define BeginCheckChainedActivate() ((void)0)
-#define EndCheckChainedActivate( bCheck ) ((void)0)
-#endif
-
-void CServerGameDLL::ServerActivate( edict_t *pEdictList, int edictCount, int clientMax )
-{
- // HACKHACK: UNDONE: We need to redesign the main loop with respect to save/load/server activate
- if ( g_InRestore )
- return;
-
- if ( gEntList.ResetDeleteList() != 0 )
- {
- Msg( "ERROR: Entity delete queue not empty on level start!\n" );
- }
-
- for ( CBaseEntity *pClass = gEntList.FirstEnt(); pClass != NULL; pClass = gEntList.NextEnt(pClass) )
- {
- if ( pClass && !pClass->IsDormant() )
- {
- MDLCACHE_CRITICAL_SECTION();
-
- BeginCheckChainedActivate();
- pClass->Activate();
-
- // We don't care if it finished activating if it decided to remove itself.
- EndCheckChainedActivate( !( pClass->GetEFlags() & EFL_KILLME ) );
- }
- }
-
- IGameSystem::LevelInitPostEntityAllSystems();
- // No more precaching after PostEntityAllSystems!!!
- CBaseEntity::SetAllowPrecache( false );
-
- // only display the think limit when the game is run with "developer" mode set
- if ( !g_pDeveloper->GetInt() )
- {
- think_limit.SetValue( 0 );
- }
-
-#ifndef _XBOX
-#ifdef USE_NAV_MESH
- // load the Navigation Mesh for this map
- TheNavMesh->Load();
- TheNavMesh->OnServerActivate();
-#endif
-#endif
-
-#ifdef CSTRIKE_DLL // BOTPORT: TODO: move these ifdefs out
- TheBots->ServerActivate();
-#endif
-
-#ifdef NEXT_BOT
- TheNextBots().OnMapLoaded();
-#endif
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Called after the steam API has been activated post-level startup
-//-----------------------------------------------------------------------------
-void CServerGameDLL::GameServerSteamAPIActivated( void )
-{
-#ifndef NO_STEAM
- steamgameserverapicontext->Init();
- if ( steamgameserverapicontext->SteamGameServer() && engine->IsDedicatedServer() )
- {
- steamgameserverapicontext->SteamGameServer()->GetGameplayStats();
- }
-#endif
-
-#ifdef TF_DLL
- GCClientSystem()->GameServerActivate();
- InventoryManager()->GameServerSteamAPIActivated();
-#endif
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Called after the steam API has been activated post-level startup
-//-----------------------------------------------------------------------------
-void CServerGameDLL::GameServerSteamAPIShutdown( void )
-{
-#if !defined( NO_STEAM )
- if ( steamgameserverapicontext )
- {
- steamgameserverapicontext->Clear();
- }
-#endif
-#ifdef TF_DLL
- GCClientSystem()->Shutdown();
-#endif
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Called at the start of every game frame
-//-----------------------------------------------------------------------------
-ConVar trace_report( "trace_report", "0" );
-
-void CServerGameDLL::GameFrame( bool simulating )
-{
- VPROF( "CServerGameDLL::GameFrame" );
-
- // Don't run frames until fully restored
- if ( g_InRestore )
- return;
-
- if ( CBaseEntity::IsSimulatingOnAlternateTicks() )
- {
- // only run simulation on even numbered ticks
- if ( gpGlobals->tickcount & 1 )
- {
- UpdateAllClientData();
- return;
- }
- // If we're skipping frames, then the frametime is 2x the normal tick
- gpGlobals->frametime *= 2.0f;
- }
-
- float oldframetime = gpGlobals->frametime;
-
-#ifdef _DEBUG
- // For profiling.. let them enable/disable the networkvar manual mode stuff.
- g_bUseNetworkVars = s_UseNetworkVars.GetBool();
-#endif
-
- extern void GameStartFrame( void );
- extern void ServiceEventQueue( void );
- extern void Physics_RunThinkFunctions( bool simulating );
-
- // Delete anything that was marked for deletion
- // outside of server frameloop (e.g., in response to concommand)
- gEntList.CleanupDeleteList();
-
- IGameSystem::FrameUpdatePreEntityThinkAllSystems();
- GameStartFrame();
-
-#ifndef _XBOX
-#ifdef USE_NAV_MESH
- TheNavMesh->Update();
-#endif
-
-#ifdef NEXT_BOT
- TheNextBots().Update();
-#endif
-
- gamestatsuploader->UpdateConnection();
-#endif
-
- UpdateQueryCache();
- g_pServerBenchmark->UpdateBenchmark();
-
- Physics_RunThinkFunctions( simulating );
-
- IGameSystem::FrameUpdatePostEntityThinkAllSystems();
-
- // UNDONE: Make these systems IGameSystems and move these calls into FrameUpdatePostEntityThink()
- // service event queue, firing off any actions whos time has come
- ServiceEventQueue();
-
- // free all ents marked in think functions
- gEntList.CleanupDeleteList();
-
- // FIXME: Should this only occur on the final tick?
- UpdateAllClientData();
-
- if ( g_pGameRules )
- {
- g_pGameRules->EndGameFrame();
- }
-
- if ( trace_report.GetBool() )
- {
- int total = 0, totals[3];
- for ( int i = 0; i < 3; i++ )
- {
- totals[i] = enginetrace->GetStatByIndex( i, true );
- if ( totals[i] > 0 )
- {
- total += totals[i];
- }
- }
-
- if ( total )
- {
- Msg("Trace: %d, contents %d, enumerate %d\n", totals[0], totals[1], totals[2] );
- }
- }
-
- // Any entities that detect network state changes on a timer do it here.
- g_NetworkPropertyEventMgr.FireEvents();
-
- gpGlobals->frametime = oldframetime;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Called every frame even if not ticking
-// Input : simulating -
-//-----------------------------------------------------------------------------
-void CServerGameDLL::PreClientUpdate( bool simulating )
-{
- if ( !simulating )
- return;
-
- /*
- if (game_speeds.GetInt())
- {
- DrawMeasuredSections();
- }
- */
-
-//#ifdef _DEBUG - allow this in release for now
- DrawAllDebugOverlays();
-//#endif
-
- IGameSystem::PreClientUpdateAllSystems();
-
-#ifdef _DEBUG
- if ( sv_showhitboxes.GetInt() == -1 )
- return;
-
- if ( sv_showhitboxes.GetInt() == 0 )
- {
- // assume it's text
- CBaseEntity *pEntity = NULL;
-
- while (1)
- {
- pEntity = gEntList.FindEntityByName( pEntity, sv_showhitboxes.GetString() );
- if ( !pEntity )
- break;
-
- CBaseAnimating *anim = dynamic_cast< CBaseAnimating * >( pEntity );
-
- if (anim)
- {
- anim->DrawServerHitboxes();
- }
- }
- return;
- }
-
- CBaseAnimating *anim = dynamic_cast< CBaseAnimating * >( CBaseEntity::Instance( engine->PEntityOfEntIndex( sv_showhitboxes.GetInt() ) ) );
- if ( !anim )
- return;
-
- anim->DrawServerHitboxes();
-#endif
-}
-
-void CServerGameDLL::Think( bool finalTick )
-{
- if ( m_fAutoSaveDangerousTime != 0.0f && m_fAutoSaveDangerousTime < gpGlobals->curtime )
- {
- // The safety timer for a dangerous auto save has expired
- CBasePlayer *pPlayer = UTIL_PlayerByIndex( 1 );
-
- if ( pPlayer && ( pPlayer->GetDeathTime() == 0.0f || pPlayer->GetDeathTime() > gpGlobals->curtime )
- && !pPlayer->IsSinglePlayerGameEnding()
- )
- {
- if( pPlayer->GetHealth() >= m_fAutoSaveDangerousMinHealthToCommit )
- {
- // The player isn't dead, so make the dangerous auto save safe
- engine->ServerCommand( "autosavedangerousissafe\n" );
- }
- }
-
- m_fAutoSaveDangerousTime = 0.0f;
- m_fAutoSaveDangerousMinHealthToCommit = 0.0f;
- }
-}
-
-void CServerGameDLL::OnQueryCvarValueFinished( QueryCvarCookie_t iCookie, edict_t *pPlayerEntity, EQueryCvarValueStatus eStatus, const char *pCvarName, const char *pCvarValue )
-{
-}
-
-
-// Called when a level is shutdown (including changing levels)
-void CServerGameDLL::LevelShutdown( void )
-{
-#ifndef NO_STEAM
- IGameSystem::LevelShutdownPreClearSteamAPIContextAllSystems();
-
- steamgameserverapicontext->Clear();
-#endif
-
- g_pServerBenchmark->EndBenchmark();
-
- MDLCACHE_CRITICAL_SECTION();
- IGameSystem::LevelShutdownPreEntityAllSystems();
-
- // YWB:
- // This entity pointer is going away now and is corrupting memory on level transitions/restarts
- CSoundEnt::ShutdownSoundEnt();
-
- gEntList.Clear();
-
- InvalidateQueryCache();
-
- IGameSystem::LevelShutdownPostEntityAllSystems();
-
- // In case we quit out during initial load
- CBaseEntity::SetAllowPrecache( false );
-
- g_nCurrentChapterIndex = -1;
-
-#ifndef _XBOX
-#ifdef USE_NAV_MESH
- // reset the Navigation Mesh
- if ( TheNavMesh )
- {
- TheNavMesh->Reset();
- }
-#endif
-#endif
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input :
-// Output : ServerClass*
-//-----------------------------------------------------------------------------
-ServerClass* CServerGameDLL::GetAllServerClasses()
-{
- return g_pServerClassHead;
-}
-
-
-const char *CServerGameDLL::GetGameDescription( void )
-{
- return ::GetGameDescription();
-}
-
-void CServerGameDLL::CreateNetworkStringTables( void )
-{
- // Create any shared string tables here (and only here!)
- // E.g.: xxx = networkstringtable->CreateStringTable( "SceneStrings", 512 );
- g_pStringTableParticleEffectNames = networkstringtable->CreateStringTable( "ParticleEffectNames", MAX_PARTICLESYSTEMS_STRINGS );
- g_pStringTableEffectDispatch = networkstringtable->CreateStringTable( "EffectDispatch", MAX_EFFECT_DISPATCH_STRINGS );
- g_pStringTableVguiScreen = networkstringtable->CreateStringTable( "VguiScreen", MAX_VGUI_SCREEN_STRINGS );
- g_pStringTableMaterials = networkstringtable->CreateStringTable( "Materials", MAX_MATERIAL_STRINGS );
- g_pStringTableInfoPanel = networkstringtable->CreateStringTable( "InfoPanel", MAX_INFOPANEL_STRINGS );
- g_pStringTableClientSideChoreoScenes = networkstringtable->CreateStringTable( "Scenes", MAX_CHOREO_SCENES_STRINGS );
- g_pStringTableServerMapCycle = networkstringtable->CreateStringTable( "ServerMapCycle", 128 );
-
-#ifdef TF_DLL
- g_pStringTableServerPopFiles = networkstringtable->CreateStringTable( "ServerPopFiles", 128 );
- g_pStringTableServerMapCycleMvM = networkstringtable->CreateStringTable( "ServerMapCycleMvM", 128 );
-#endif
-
- bool bPopFilesValid = true;
- (void)bPopFilesValid; // Avoid unreferenced variable warning
-
-#ifdef TF_DLL
- bPopFilesValid = ( g_pStringTableServerPopFiles != NULL );
-#endif
-
- Assert( g_pStringTableParticleEffectNames &&
- g_pStringTableEffectDispatch &&
- g_pStringTableVguiScreen &&
- g_pStringTableMaterials &&
- g_pStringTableInfoPanel &&
- g_pStringTableClientSideChoreoScenes &&
- g_pStringTableServerMapCycle &&
- bPopFilesValid
- );
-
- // Need this so we have the error material always handy
- PrecacheMaterial( "debug/debugempty" );
- Assert( GetMaterialIndex( "debug/debugempty" ) == 0 );
-
- PrecacheParticleSystem( "error" ); // ensure error particle system is handy
- Assert( GetParticleSystemIndex( "error" ) == 0 );
-
- CreateNetworkStringTables_GameRules();
-
- // Set up save/load utilities for string tables
- g_VguiScreenStringOps.Init( g_pStringTableVguiScreen );
-}
-
-CSaveRestoreData *CServerGameDLL::SaveInit( int size )
-{
- return ::SaveInit(size);
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Saves data from a struct into a saverestore object, to be saved to disk
-// Input : *pSaveData - the saverestore object
-// char *pname - the name of the data to write
-// *pBaseData - the struct into which the data is to be read
-// *pFields - pointer to an array of data field descriptions
-// fieldCount - the size of the array (number of field descriptions)
-//-----------------------------------------------------------------------------
-void CServerGameDLL::SaveWriteFields( CSaveRestoreData *pSaveData, const char *pname, void *pBaseData, datamap_t *pMap, typedescription_t *pFields, int fieldCount )
-{
- CSave saveHelper( pSaveData );
- saveHelper.WriteFields( pname, pBaseData, pMap, pFields, fieldCount );
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Reads data from a save/restore block into a structure
-// Input : *pSaveData - the saverestore object
-// char *pname - the name of the data to extract from
-// *pBaseData - the struct into which the data is to be restored
-// *pFields - pointer to an array of data field descriptions
-// fieldCount - the size of the array (number of field descriptions)
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-
-void CServerGameDLL::SaveReadFields( CSaveRestoreData *pSaveData, const char *pname, void *pBaseData, datamap_t *pMap, typedescription_t *pFields, int fieldCount )
-{
- CRestore restoreHelper( pSaveData );
- restoreHelper.ReadFields( pname, pBaseData, pMap, pFields, fieldCount );
-}
-
-//-----------------------------------------------------------------------------
-
-void CServerGameDLL::SaveGlobalState( CSaveRestoreData *s )
-{
- ::SaveGlobalState(s);
-}
-
-void CServerGameDLL::RestoreGlobalState(CSaveRestoreData *s)
-{
- ::RestoreGlobalState(s);
-}
-
-void CServerGameDLL::Save( CSaveRestoreData *s )
-{
- CSave saveHelper( s );
- g_pGameSaveRestoreBlockSet->Save( &saveHelper );
-}
-
-void CServerGameDLL::Restore( CSaveRestoreData *s, bool b)
-{
- CRestore restore(s);
- g_pGameSaveRestoreBlockSet->Restore( &restore, b );
- g_pGameSaveRestoreBlockSet->PostRestore();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : msg_type -
-// *name -
-// size -
-// Output : Returns true on success, false on failure.
-//-----------------------------------------------------------------------------
-
-bool CServerGameDLL::GetUserMessageInfo( int msg_type, char *name, int maxnamelength, int& size )
-{
- if ( !usermessages->IsValidIndex( msg_type ) )
- return false;
-
- Q_strncpy( name, usermessages->GetUserMessageName( msg_type ), maxnamelength );
- size = usermessages->GetUserMessageSize( msg_type );
- return true;
-}
-
-CStandardSendProxies* CServerGameDLL::GetStandardSendProxies()
-{
- return &g_StandardSendProxies;
-}
-
-int CServerGameDLL::CreateEntityTransitionList( CSaveRestoreData *s, int a)
-{
- CRestore restoreHelper( s );
- // save off file base
- int base = restoreHelper.GetReadPos();
-
- int movedCount = ::CreateEntityTransitionList(s, a);
- if ( movedCount )
- {
- g_pGameSaveRestoreBlockSet->CallBlockHandlerRestore( GetPhysSaveRestoreBlockHandler(), base, &restoreHelper, false );
- g_pGameSaveRestoreBlockSet->CallBlockHandlerRestore( GetAISaveRestoreBlockHandler(), base, &restoreHelper, false );
- }
-
- GetPhysSaveRestoreBlockHandler()->PostRestore();
- GetAISaveRestoreBlockHandler()->PostRestore();
-
- return movedCount;
-}
-
-void CServerGameDLL::PreSave( CSaveRestoreData *s )
-{
- g_pGameSaveRestoreBlockSet->PreSave( s );
-}
-
-#include "client_textmessage.h"
-
-// This little hack lets me marry BSP names to messages in titles.txt
-typedef struct
-{
- const char *pBSPName;
- const char *pTitleName;
-} TITLECOMMENT;
-
-// this list gets searched for the first partial match, so some are out of order
-static TITLECOMMENT gTitleComments[] =
-{
-#ifdef HL1_DLL
- { "t0a0", "#T0A0TITLE" },
- { "c0a0", "#HL1_Chapter1_Title" },
- { "c1a0", "#HL1_Chapter2_Title" },
- { "c1a1", "#HL1_Chapter3_Title" },
- { "c1a2", "#HL1_Chapter4_Title" },
- { "c1a3", "#HL1_Chapter5_Title" },
- { "c1a4", "#HL1_Chapter6_Title" },
- { "c2a1", "#HL1_Chapter7_Title" },
- { "c2a2", "#HL1_Chapter8_Title" },
- { "c2a3", "#HL1_Chapter9_Title" },
- { "c2a4d", "#HL1_Chapter11_Title" }, // These must appear before "C2A4" so all other map names starting with C2A4 get that title
- { "c2a4e", "#HL1_Chapter11_Title" },
- { "c2a4f", "#HL1_Chapter11_Title" },
- { "c2a4g", "#HL1_Chapter11_Title" },
- { "c2a4", "#HL1_Chapter10_Title" },
- { "c2a5", "#HL1_Chapter12_Title" },
- { "c3a1", "#HL1_Chapter13_Title" },
- { "c3a2", "#HL1_Chapter14_Title" },
- { "c4a1a", "#HL1_Chapter17_Title" }, // Order is important, see above
- { "c4a1b", "#HL1_Chapter17_Title" },
- { "c4a1c", "#HL1_Chapter17_Title" },
- { "c4a1d", "#HL1_Chapter17_Title" },
- { "c4a1e", "#HL1_Chapter17_Title" },
- { "c4a1", "#HL1_Chapter15_Title" },
- { "c4a2", "#HL1_Chapter16_Title" },
- { "c4a3", "#HL1_Chapter18_Title" },
- { "c5a1", "#HL1_Chapter19_Title" },
-#elif defined PORTAL
- { "testchmb_a_00", "#Portal_Chapter1_Title" },
- { "testchmb_a_01", "#Portal_Chapter1_Title" },
- { "testchmb_a_02", "#Portal_Chapter2_Title" },
- { "testchmb_a_03", "#Portal_Chapter2_Title" },
- { "testchmb_a_04", "#Portal_Chapter3_Title" },
- { "testchmb_a_05", "#Portal_Chapter3_Title" },
- { "testchmb_a_06", "#Portal_Chapter4_Title" },
- { "testchmb_a_07", "#Portal_Chapter4_Title" },
- { "testchmb_a_08_advanced", "#Portal_Chapter5_Title" },
- { "testchmb_a_08", "#Portal_Chapter5_Title" },
- { "testchmb_a_09_advanced", "#Portal_Chapter6_Title" },
- { "testchmb_a_09", "#Portal_Chapter6_Title" },
- { "testchmb_a_10_advanced", "#Portal_Chapter7_Title" },
- { "testchmb_a_10", "#Portal_Chapter7_Title" },
- { "testchmb_a_11_advanced", "#Portal_Chapter8_Title" },
- { "testchmb_a_11", "#Portal_Chapter8_Title" },
- { "testchmb_a_13_advanced", "#Portal_Chapter9_Title" },
- { "testchmb_a_13", "#Portal_Chapter9_Title" },
- { "testchmb_a_14_advanced", "#Portal_Chapter10_Title" },
- { "testchmb_a_14", "#Portal_Chapter10_Title" },
- { "testchmb_a_15", "#Portal_Chapter11_Title" },
- { "escape_", "#Portal_Chapter11_Title" },
- { "background2", "#Portal_Chapter12_Title" },
-#else
- { "intro", "#HL2_Chapter1_Title" },
-
- { "d1_trainstation_05", "#HL2_Chapter2_Title" },
- { "d1_trainstation_06", "#HL2_Chapter2_Title" },
-
- { "d1_trainstation_", "#HL2_Chapter1_Title" },
-
- { "d1_canals_06", "#HL2_Chapter4_Title" },
- { "d1_canals_07", "#HL2_Chapter4_Title" },
- { "d1_canals_08", "#HL2_Chapter4_Title" },
- { "d1_canals_09", "#HL2_Chapter4_Title" },
- { "d1_canals_1", "#HL2_Chapter4_Title" },
-
- { "d1_canals_0", "#HL2_Chapter3_Title" },
-
- { "d1_eli_", "#HL2_Chapter5_Title" },
-
- { "d1_town_", "#HL2_Chapter6_Title" },
-
- { "d2_coast_09", "#HL2_Chapter8_Title" },
- { "d2_coast_1", "#HL2_Chapter8_Title" },
- { "d2_prison_01", "#HL2_Chapter8_Title" },
-
- { "d2_coast_", "#HL2_Chapter7_Title" },
-
- { "d2_prison_06", "#HL2_Chapter9a_Title" },
- { "d2_prison_07", "#HL2_Chapter9a_Title" },
- { "d2_prison_08", "#HL2_Chapter9a_Title" },
-
- { "d2_prison_", "#HL2_Chapter9_Title" },
-
- { "d3_c17_01", "#HL2_Chapter9a_Title" },
- { "d3_c17_09", "#HL2_Chapter11_Title" },
- { "d3_c17_1", "#HL2_Chapter11_Title" },
-
- { "d3_c17_", "#HL2_Chapter10_Title" },
-
- { "d3_citadel_", "#HL2_Chapter12_Title" },
-
- { "d3_breen_", "#HL2_Chapter13_Title" },
- { "credits", "#HL2_Chapter14_Title" },
-
- { "ep1_citadel_00", "#episodic_Chapter1_Title" },
- { "ep1_citadel_01", "#episodic_Chapter1_Title" },
- { "ep1_citadel_02b", "#episodic_Chapter1_Title" },
- { "ep1_citadel_02", "#episodic_Chapter1_Title" },
- { "ep1_citadel_03", "#episodic_Chapter2_Title" },
- { "ep1_citadel_04", "#episodic_Chapter2_Title" },
- { "ep1_c17_00a", "#episodic_Chapter3_Title" },
- { "ep1_c17_00", "#episodic_Chapter3_Title" },
- { "ep1_c17_01", "#episodic_Chapter4_Title" },
- { "ep1_c17_02b", "#episodic_Chapter4_Title" },
- { "ep1_c17_02", "#episodic_Chapter4_Title" },
- { "ep1_c17_05", "#episodic_Chapter5_Title" },
- { "ep1_c17_06", "#episodic_Chapter5_Title" },
-
- { "ep2_outland_01a", "#ep2_Chapter1_Title" },
- { "ep2_outland_01", "#ep2_Chapter1_Title" },
- { "ep2_outland_02", "#ep2_Chapter2_Title" },
- { "ep2_outland_03", "#ep2_Chapter2_Title" },
- { "ep2_outland_04", "#ep2_Chapter2_Title" },
- { "ep2_outland_05", "#ep2_Chapter3_Title" },
-
- { "ep2_outland_06a", "#ep2_Chapter4_Title" },
- { "ep2_outland_06", "#ep2_Chapter3_Title" },
-
- { "ep2_outland_07", "#ep2_Chapter4_Title" },
- { "ep2_outland_08", "#ep2_Chapter4_Title" },
- { "ep2_outland_09", "#ep2_Chapter5_Title" },
-
- { "ep2_outland_10a", "#ep2_Chapter5_Title" },
- { "ep2_outland_10", "#ep2_Chapter5_Title" },
-
- { "ep2_outland_11a", "#ep2_Chapter6_Title" },
- { "ep2_outland_11", "#ep2_Chapter6_Title" },
-
- { "ep2_outland_12a", "#ep2_Chapter7_Title" },
- { "ep2_outland_12", "#ep2_Chapter6_Title" },
-#endif
-};
-
-#ifdef _XBOX
-void CServerGameDLL::GetTitleName( const char *pMapName, char* pTitleBuff, int titleBuffSize )
-{
- // Try to find a matching title comment for this mapname
- for ( int i = 0; i < ARRAYSIZE(gTitleComments); i++ )
- {
- if ( !Q_strnicmp( pMapName, gTitleComments[i].pBSPName, strlen(gTitleComments[i].pBSPName) ) )
- {
- Q_strncpy( pTitleBuff, gTitleComments[i].pTitleName, titleBuffSize );
- return;
- }
- }
- Q_strncpy( pTitleBuff, pMapName, titleBuffSize );
-}
-#endif
-
-void CServerGameDLL::GetSaveComment( char *text, int maxlength, float flMinutes, float flSeconds, bool bNoTime )
-{
- char comment[64];
- const char *pName;
- int i;
-
- char const *mapname = STRING( gpGlobals->mapname );
-
- pName = NULL;
-
- // Try to find a matching title comment for this mapname
- for ( i = 0; i < ARRAYSIZE(gTitleComments) && !pName; i++ )
- {
- if ( !Q_strnicmp( mapname, gTitleComments[i].pBSPName, strlen(gTitleComments[i].pBSPName) ) )
- {
- // found one
- int j;
-
- // Got a message, post-process it to be save name friendly
- Q_strncpy( comment, gTitleComments[i].pTitleName, sizeof( comment ) );
- pName = comment;
- j = 0;
- // Strip out CRs
- while ( j < 64 && comment[j] )
- {
- if ( comment[j] == '\n' || comment[j] == '\r' )
- comment[j] = 0;
- else
- j++;
- }
- break;
- }
- }
-
- // If we didn't get one, use the designer's map name, or the BSP name itself
- if ( !pName )
- {
- pName = mapname;
- }
-
- if ( bNoTime )
- {
- Q_snprintf( text, maxlength, "%-64.64s", pName );
- }
- else
- {
- int minutes = flMinutes;
- int seconds = flSeconds;
-
- // Wow, this guy/gal must suck...!
- if ( minutes >= 1000 )
- {
- minutes = 999;
- seconds = 59;
- }
-
- int minutesAdd = ( seconds / 60 );
- seconds %= 60;
-
- // add the elapsed time at the end of the comment, for the ui to parse out
- Q_snprintf( text, maxlength, "%-64.64s %03d:%02d", pName, (minutes + minutesAdd), seconds );
- }
-}
-
-void CServerGameDLL::WriteSaveHeaders( CSaveRestoreData *s )
-{
- CSave saveHelper( s );
- g_pGameSaveRestoreBlockSet->WriteSaveHeaders( &saveHelper );
- g_pGameSaveRestoreBlockSet->PostSave();
-}
-
-void CServerGameDLL::ReadRestoreHeaders( CSaveRestoreData *s )
-{
- CRestore restoreHelper( s );
- g_pGameSaveRestoreBlockSet->PreRestore();
- g_pGameSaveRestoreBlockSet->ReadRestoreHeaders( &restoreHelper );
-}
-
-void CServerGameDLL::PreSaveGameLoaded( char const *pSaveName, bool bInGame )
-{
- gamestats->Event_PreSaveGameLoaded( pSaveName, bInGame );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Returns true if the game DLL wants the server not to be made public.
-// Used by commentary system to hide multiplayer commentary servers from the master.
-//-----------------------------------------------------------------------------
-bool CServerGameDLL::ShouldHideServer( void )
-{
- if ( g_pcv_commentary && g_pcv_commentary->GetBool() )
- return true;
-
- if ( g_pcv_hideServer && g_pcv_hideServer->GetBool() )
- return true;
-
- if ( gpGlobals->eLoadType == MapLoad_Background )
- return true;
-
- #if defined( TF_DLL )
- if ( GTFGCClientSystem()->ShouldHideServer() )
- return true;
- #endif
- return false;
-}
-
-//-----------------------------------------------------------------------------
-//
-//-----------------------------------------------------------------------------
-void CServerGameDLL::InvalidateMdlCache()
-{
- CBaseAnimating *pAnimating;
- for ( CBaseEntity *pEntity = gEntList.FirstEnt(); pEntity != NULL; pEntity = gEntList.NextEnt(pEntity) )
- {
- pAnimating = dynamic_cast<CBaseAnimating *>(pEntity);
- if ( pAnimating )
- {
- pAnimating->InvalidateMdlCache();
- }
- }
-}
-
-// interface to the new GC based lobby system
-IServerGCLobby *CServerGameDLL::GetServerGCLobby()
-{
-#ifdef TF_DLL
- return GTFGCClientSystem();
-#else
- return NULL;
-#endif
-}
-
-
-void CServerGameDLL::SetServerHibernation( bool bHibernating )
-{
- m_bIsHibernating = bHibernating;
-
-#ifdef INFESTED_DLL
- if ( engine && engine->IsDedicatedServer() && m_bIsHibernating && ASWGameRules() )
- {
- ASWGameRules()->OnServerHibernating();
- }
-#endif
-
-#ifdef TF_DLL
- GTFGCClientSystem()->SetHibernation( bHibernating );
-#endif
-}
-
-const char *CServerGameDLL::GetServerBrowserMapOverride()
-{
-#ifdef TF_DLL
- if ( TFGameRules() && TFGameRules()->IsMannVsMachineMode() && g_pPopulationManager && g_pPopulationManager->GetPopulationFilenameShort() != '\0' )
- {
- return g_pPopulationManager->GetPopulationFilenameShort();
- }
-#endif
- return NULL;
-}
-
-const char *CServerGameDLL::GetServerBrowserGameData()
-{
- CUtlString sResult;
-
-#ifdef TF_DLL
- sResult.Format( "tf_mm_trusted:%d,tf_mm_servermode:%d", tf_mm_trusted.GetInt(), tf_mm_servermode.GetInt() );
-
- CTFLobby *pLobby = GTFGCClientSystem()->GetLobby();
- if ( pLobby == NULL )
- {
- sResult.Append( ",lobby:0" );
- }
- else
- {
- sResult.Append( CFmtStr( ",lobby:%016llx", pLobby->GetGroupID() ) );
- }
- if ( TFGameRules() && TFGameRules()->IsMannVsMachineMode() )
- {
- sResult.Append( CFmtStr( ",mannup:%d", ( pLobby && pLobby->GetPlayingForBraggingRights() ) ? 1 : 0 ) );
- }
-#endif
-
- static char rchResult[2048];
- V_strcpy_safe( rchResult, sResult );
- return rchResult;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Called during a transition, to build a map adjacency list
-//-----------------------------------------------------------------------------
-void CServerGameDLL::BuildAdjacentMapList( void )
-{
- // retrieve the pointer to the save data
- CSaveRestoreData *pSaveData = gpGlobals->pSaveData;
-
- if ( pSaveData )
- pSaveData->levelInfo.connectionCount = BuildChangeList( pSaveData->levelInfo.levelList, MAX_LEVEL_CONNECTIONS );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Sanity-check to verify that a path is a relative path inside the game dir
-// Taken From: engine/cmd.cpp
-//-----------------------------------------------------------------------------
-static bool IsValidPath( const char *pszFilename )
-{
- if ( !pszFilename )
- {
- return false;
- }
-
- if ( Q_strlen( pszFilename ) <= 0 ||
- Q_IsAbsolutePath( pszFilename ) || // to protect absolute paths
- Q_strstr( pszFilename, ".." ) ) // to protect relative paths
- {
- return false;
- }
-
- return true;
-}
-
-static void ValidateMOTDFilename( IConVar *pConVar, const char *oldValue, float flOldValue )
-{
- ConVarRef var( pConVar );
- if ( !IsValidPath( var.GetString() ) )
- {
- var.SetValue( var.GetDefault() );
- }
-}
-
-static ConVar motdfile( "motdfile", "motd.txt", 0, "The MOTD file to load.", ValidateMOTDFilename );
-static ConVar motdfile_text( "motdfile_text", "motd_text.txt", 0, "The text-only MOTD file to use for clients that have disabled HTML MOTDs.", ValidateMOTDFilename );
-void CServerGameDLL::LoadMessageOfTheDay()
-{
- LoadSpecificMOTDMsg( motdfile, "motd" );
- LoadSpecificMOTDMsg( motdfile_text, "motd_text" );
-}
-
-void CServerGameDLL::LoadSpecificMOTDMsg( const ConVar &convar, const char *pszStringName )
-{
-#ifndef _XBOX
- CUtlBuffer buf;
-
- // Generate preferred filename, which is in the cfg folder.
- char szPreferredFilename[ MAX_PATH ];
- V_sprintf_safe( szPreferredFilename, "cfg/%s", convar.GetString() );
-
- // Check the preferred filename first
- char szResolvedFilename[ MAX_PATH ];
- V_strcpy_safe( szResolvedFilename, szPreferredFilename );
- bool bFound = filesystem->ReadFile( szResolvedFilename, "GAME", buf );
-
- // Not found? Try in the root, which is the old place it used to go.
- if ( !bFound )
- {
-
- V_strcpy_safe( szResolvedFilename, convar.GetString() );
- bFound = filesystem->ReadFile( szResolvedFilename, "GAME", buf );
- }
-
- // Still not found? See if we can try the default.
- if ( !bFound && !V_stricmp( convar.GetString(), convar.GetDefault() ) )
- {
- V_strcpy_safe( szResolvedFilename, szPreferredFilename );
- char *dotTxt = V_stristr( szResolvedFilename, ".txt" );
- Assert ( dotTxt != NULL );
- if ( dotTxt ) V_strcpy( dotTxt, "_default.txt" );
- bFound = filesystem->ReadFile( szResolvedFilename, "GAME", buf );
- }
-
- if ( !bFound )
- {
- Msg( "'%s' not found; not loaded\n", szPreferredFilename );
- return;
- }
-
- if ( buf.TellPut() > 2048 )
- {
- Warning("'%s' is too big; not loaded\n", szResolvedFilename );
- return;
- }
- buf.PutChar( '\0' );
-
- if ( V_stricmp( szPreferredFilename, szResolvedFilename ) == 0)
- {
- Msg( "Set %s from file '%s'\n", pszStringName, szResolvedFilename );
- }
- else
- {
- Msg( "Set %s from file '%s'. ('%s' was not found.)\n", pszStringName, szResolvedFilename, szPreferredFilename );
- }
-
- g_pStringTableInfoPanel->AddString( CBaseEntity::IsServer(), pszStringName, buf.TellPut(), buf.Base() );
-#endif
-}
-
-// keeps track of which chapters the user has unlocked
-ConVar sv_unlockedchapters( "sv_unlockedchapters", "1", FCVAR_ARCHIVE | FCVAR_ARCHIVE_XBOX );
-
-//-----------------------------------------------------------------------------
-// Purpose: Updates which chapters are unlocked
-//-----------------------------------------------------------------------------
-void UpdateChapterRestrictions( const char *mapname )
-{
- // look at the chapter for this map
- char chapterTitle[64];
- chapterTitle[0] = 0;
- for ( int i = 0; i < ARRAYSIZE(gTitleComments); i++ )
- {
- if ( !Q_strnicmp( mapname, gTitleComments[i].pBSPName, strlen(gTitleComments[i].pBSPName) ) )
- {
- // found
- Q_strncpy( chapterTitle, gTitleComments[i].pTitleName, sizeof( chapterTitle ) );
- int j = 0;
- while ( j < 64 && chapterTitle[j] )
- {
- if ( chapterTitle[j] == '\n' || chapterTitle[j] == '\r' )
- chapterTitle[j] = 0;
- else
- j++;
- }
-
- break;
- }
- }
-
- if ( !chapterTitle[0] )
- return;
-
- // make sure the specified chapter title is unlocked
- strlwr( chapterTitle );
-
- // Get our active mod directory name
- char modDir[MAX_PATH];
- if ( UTIL_GetModDir( modDir, sizeof(modDir) ) == false )
- return;
-
- char chapterNumberPrefix[64];
- Q_snprintf(chapterNumberPrefix, sizeof(chapterNumberPrefix), "#%s_chapter", modDir);
-
- const char *newChapterNumber = strstr( chapterTitle, chapterNumberPrefix );
- if ( newChapterNumber )
- {
- // cut off the front
- newChapterNumber += strlen( chapterNumberPrefix );
- char newChapter[32];
- Q_strncpy( newChapter, newChapterNumber, sizeof(newChapter) );
-
- // cut off the end
- char *end = strstr( newChapter, "_title" );
- if ( end )
- {
- *end = 0;
- }
-
- int nNewChapter = atoi( newChapter );
-
- // HACK: HL2 added a zany chapter "9a" which wreaks
- // havoc in this stupid atoi-based chapter code.
- if ( !Q_stricmp( modDir, "hl2" ) )
- {
- if ( !Q_stricmp( newChapter, "9a" ) )
- {
- nNewChapter = 10;
- }
- else if ( nNewChapter > 9 )
- {
- nNewChapter++;
- }
- }
-
- // ok we have the string, see if it's newer
- const char *unlockedChapter = sv_unlockedchapters.GetString();
- int nUnlockedChapter = atoi( unlockedChapter );
-
- if ( nUnlockedChapter < nNewChapter )
- {
- // ok we're at a higher chapter, unlock
- sv_unlockedchapters.SetValue( nNewChapter );
-
- // HACK: Call up through a better function than this? 7/23/07 - jdw
- if ( IsX360() )
- {
- engine->ServerCommand( "host_writeconfig\n" );
- }
- }
-
- g_nCurrentChapterIndex = nNewChapter;
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Update xbox live data for the user's presence
-//-----------------------------------------------------------------------------
-void UpdateRichPresence ( void )
-{
- // This assumes we're playing a single player game
- Assert ( gpGlobals->maxClients == 1 );
-
- // Shouldn't get here unless we're playing a map and we've updated sv_unlockedchapters
- Assert ( g_nCurrentChapterIndex >= 0 );
-
- // Get our active mod directory name
- char modDir[MAX_PATH];
- if ( UTIL_GetModDir( modDir, sizeof(modDir) ) == false )
- return;
-
- // Get presence data based on the game we're playing
- uint iGameID, iChapterIndex, iChapterID, iGamePresenceID;
- iGameID = iChapterIndex = iChapterID = iGamePresenceID = 0;
- if ( Q_stristr( modDir, "hl2" ) )
- {
- iGameID = CONTEXT_GAME_GAME_HALF_LIFE_2;
- iChapterID = CONTEXT_CHAPTER_HL2;
- iChapterIndex = g_nCurrentChapterIndex - 1;
- iGamePresenceID = CONTEXT_PRESENCE_HL2_INGAME;
- }
- else if ( Q_stristr( modDir, "episodic" ) )
- {
- iGameID = CONTEXT_GAME_GAME_EPISODE_ONE;
- iChapterID = CONTEXT_CHAPTER_EP1;
- iChapterIndex = g_nCurrentChapterIndex - 1;
- iGamePresenceID = CONTEXT_PRESENCE_EP1_INGAME;
- }
- else if ( Q_stristr( modDir, "ep2" ) )
- {
- iGameID = CONTEXT_GAME_GAME_EPISODE_TWO;
- iChapterID = CONTEXT_CHAPTER_EP2;
- iChapterIndex = g_nCurrentChapterIndex - 1;
- iGamePresenceID = CONTEXT_PRESENCE_EP2_INGAME;
- }
- else if ( Q_stristr( modDir, "portal" ) )
- {
- iGameID = CONTEXT_GAME_GAME_PORTAL;
- iChapterID = CONTEXT_CHAPTER_PORTAL;
- iChapterIndex = g_nCurrentChapterIndex - 1;
- iGamePresenceID = CONTEXT_PRESENCE_PORTAL_INGAME;
- }
- else
- {
- Warning( "UpdateRichPresence failed in GameInterface. Didn't recognize -game parameter." );
- }
-
-#if defined( _X360 )
-
- // Set chapter context based on mapname
- if ( !xboxsystem->UserSetContext( XBX_GetPrimaryUserId(), iChapterID, iChapterIndex, true ) )
- {
- Warning( "GameInterface: UserSetContext failed.\n" );
- }
-
- if ( commentary.GetBool() )
- {
- // Set presence to show the user is playing developer commentary
- if ( !xboxsystem->UserSetContext( XBX_GetPrimaryUserId(), X_CONTEXT_PRESENCE, CONTEXT_PRESENCE_COMMENTARY, true ) )
- {
- Warning( "GameInterface: UserSetContext failed.\n" );
- }
- }
- else
- {
- // Set presence to show the user is in-game
- if ( !xboxsystem->UserSetContext( XBX_GetPrimaryUserId(), X_CONTEXT_PRESENCE, iGamePresenceID, true ) )
- {
- Warning( "GameInterface: UserSetContext failed.\n" );
- }
- }
-
- // Set which game the user is playing
- if ( !xboxsystem->UserSetContext( XBX_GetPrimaryUserId(), CONTEXT_GAME, iGameID, true ) )
- {
- Warning( "GameInterface: UserSetContext failed.\n" );
- }
-
- if ( !xboxsystem->UserSetContext( XBX_GetPrimaryUserId(), X_CONTEXT_GAME_TYPE, X_CONTEXT_GAME_TYPE_STANDARD, true ) )
- {
- Warning( "GameInterface: UserSetContext failed.\n" );
- }
-
- if ( !xboxsystem->UserSetContext( XBX_GetPrimaryUserId(), X_CONTEXT_GAME_MODE, CONTEXT_GAME_MODE_SINGLEPLAYER, true ) )
- {
- Warning( "GameInterface: UserSetContext failed.\n" );
- }
-#endif
-}
-
-//-----------------------------------------------------------------------------
-// Precaches a vgui screen overlay material
-//-----------------------------------------------------------------------------
-void PrecacheMaterial( const char *pMaterialName )
-{
- Assert( pMaterialName && pMaterialName[0] );
- g_pStringTableMaterials->AddString( CBaseEntity::IsServer(), pMaterialName );
-}
-
-
-//-----------------------------------------------------------------------------
-// Converts a previously precached material into an index
-//-----------------------------------------------------------------------------
-int GetMaterialIndex( const char *pMaterialName )
-{
- if (pMaterialName)
- {
- int nIndex = g_pStringTableMaterials->FindStringIndex( pMaterialName );
-
- if (nIndex != INVALID_STRING_INDEX )
- {
- return nIndex;
- }
- else
- {
- DevMsg("Warning! GetMaterialIndex: couldn't find material %s\n ", pMaterialName );
- return 0;
- }
- }
-
- // This is the invalid string index
- return 0;
-}
-
-//-----------------------------------------------------------------------------
-// Converts a previously precached material index into a string
-//-----------------------------------------------------------------------------
-const char *GetMaterialNameFromIndex( int nMaterialIndex )
-{
- return g_pStringTableMaterials->GetString( nMaterialIndex );
-}
-
-
-//-----------------------------------------------------------------------------
-// Precaches a vgui screen overlay material
-//-----------------------------------------------------------------------------
-void PrecacheParticleSystem( const char *pParticleSystemName )
-{
- Assert( pParticleSystemName && pParticleSystemName[0] );
- g_pStringTableParticleEffectNames->AddString( CBaseEntity::IsServer(), pParticleSystemName );
-}
-
-
-//-----------------------------------------------------------------------------
-// Converts a previously precached material into an index
-//-----------------------------------------------------------------------------
-int GetParticleSystemIndex( const char *pParticleSystemName )
-{
- if ( pParticleSystemName )
- {
- int nIndex = g_pStringTableParticleEffectNames->FindStringIndex( pParticleSystemName );
- if (nIndex != INVALID_STRING_INDEX )
- return nIndex;
-
- DevWarning("Server: Missing precache for particle system \"%s\"!\n", pParticleSystemName );
- }
-
- // This is the invalid string index
- return 0;
-}
-
-//-----------------------------------------------------------------------------
-// Converts a previously precached material index into a string
-//-----------------------------------------------------------------------------
-const char *GetParticleSystemNameFromIndex( int nMaterialIndex )
-{
- if ( nMaterialIndex < g_pStringTableParticleEffectNames->GetMaxStrings() )
- return g_pStringTableParticleEffectNames->GetString( nMaterialIndex );
- return "error";
-}
-
-//-----------------------------------------------------------------------------
-// Returns true if host_thread_mode is set to non-zero (and engine is running in threaded mode)
-//-----------------------------------------------------------------------------
-bool IsEngineThreaded()
-{
- if ( g_pcv_ThreadMode )
- {
- return g_pcv_ThreadMode->GetBool();
- }
- return false;
-}
-
-class CServerGameEnts : public IServerGameEnts
-{
-public:
- virtual void SetDebugEdictBase(edict_t *base);
- virtual void MarkEntitiesAsTouching( edict_t *e1, edict_t *e2 );
- virtual void FreeContainingEntity( edict_t * );
- virtual edict_t* BaseEntityToEdict( CBaseEntity *pEnt );
- virtual CBaseEntity* EdictToBaseEntity( edict_t *pEdict );
- virtual void CheckTransmit( CCheckTransmitInfo *pInfo, const unsigned short *pEdictIndices, int nEdicts );
-};
-EXPOSE_SINGLE_INTERFACE(CServerGameEnts, IServerGameEnts, INTERFACEVERSION_SERVERGAMEENTS);
-
-void CServerGameEnts::SetDebugEdictBase(edict_t *base)
-{
- g_pDebugEdictBase = base;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Marks entities as touching
-// Input : *e1 -
-// *e2 -
-//-----------------------------------------------------------------------------
-void CServerGameEnts::MarkEntitiesAsTouching( edict_t *e1, edict_t *e2 )
-{
- CBaseEntity *entity = GetContainingEntity( e1 );
- CBaseEntity *entityTouched = GetContainingEntity( e2 );
- if ( entity && entityTouched )
- {
- // HACKHACK: UNDONE: Pass in the trace here??!?!?
- trace_t tr;
- UTIL_ClearTrace( tr );
- tr.endpos = (entity->GetAbsOrigin() + entityTouched->GetAbsOrigin()) * 0.5;
- entity->PhysicsMarkEntitiesAsTouching( entityTouched, tr );
- }
-}
-
-void CServerGameEnts::FreeContainingEntity( edict_t *e )
-{
- ::FreeContainingEntity(e);
-}
-
-edict_t* CServerGameEnts::BaseEntityToEdict( CBaseEntity *pEnt )
-{
- if ( pEnt )
- return pEnt->edict();
- else
- return NULL;
-}
-
-CBaseEntity* CServerGameEnts::EdictToBaseEntity( edict_t *pEdict )
-{
- if ( pEdict )
- return CBaseEntity::Instance( pEdict );
- else
- return NULL;
-}
-
-
-/* Yuck.. ideally this would be in CServerNetworkProperty's header, but it requires CBaseEntity and
-// inlining it gives a nice speedup.
-inline void CServerNetworkProperty::CheckTransmit( CCheckTransmitInfo *pInfo )
-{
- // If we have a transmit proxy, let it hook our ShouldTransmit return value.
- if ( m_pTransmitProxy )
- {
- nShouldTransmit = m_pTransmitProxy->ShouldTransmit( pInfo, nShouldTransmit );
- }
-
- if ( m_pOuter->ShouldTransmit( pInfo ) )
- {
- m_pOuter->SetTransmit( pInfo );
- }
-} */
-
-void CServerGameEnts::CheckTransmit( CCheckTransmitInfo *pInfo, const unsigned short *pEdictIndices, int nEdicts )
-{
- // NOTE: for speed's sake, this assumes that all networkables are CBaseEntities and that the edict list
- // is consecutive in memory. If either of these things change, then this routine needs to change, but
- // ideally we won't be calling any virtual from this routine. This speedy routine was added as an
- // optimization which would be nice to keep.
- edict_t *pBaseEdict = engine->PEntityOfEntIndex( 0 );
-
- // get recipient player's skybox:
- CBaseEntity *pRecipientEntity = CBaseEntity::Instance( pInfo->m_pClientEnt );
-
- Assert( pRecipientEntity && pRecipientEntity->IsPlayer() );
- if ( !pRecipientEntity )
- return;
-
- MDLCACHE_CRITICAL_SECTION();
- CBasePlayer *pRecipientPlayer = static_cast<CBasePlayer*>( pRecipientEntity );
- const int skyBoxArea = pRecipientPlayer->m_Local.m_skybox3d.area;
-
-#ifndef _X360
- const bool bIsHLTV = pRecipientPlayer->IsHLTV();
- const bool bIsReplay = pRecipientPlayer->IsReplay();
-
- // m_pTransmitAlways must be set if HLTV client
- Assert( bIsHLTV == ( pInfo->m_pTransmitAlways != NULL) ||
- bIsReplay == ( pInfo->m_pTransmitAlways != NULL) );
-#endif
-
- for ( int i=0; i < nEdicts; i++ )
- {
- int iEdict = pEdictIndices[i];
-
- edict_t *pEdict = &pBaseEdict[iEdict];
- Assert( pEdict == engine->PEntityOfEntIndex( iEdict ) );
- int nFlags = pEdict->m_fStateFlags & (FL_EDICT_DONTSEND|FL_EDICT_ALWAYS|FL_EDICT_PVSCHECK|FL_EDICT_FULLCHECK);
-
- // entity needs no transmit
- if ( nFlags & FL_EDICT_DONTSEND )
- continue;
-
- // entity is already marked for sending
- if ( pInfo->m_pTransmitEdict->Get( iEdict ) )
- continue;
-
- if ( nFlags & FL_EDICT_ALWAYS )
- {
- // FIXME: Hey! Shouldn't this be using SetTransmit so as
- // to also force network down dependent entities?
- while ( true )
- {
- // mark entity for sending
- pInfo->m_pTransmitEdict->Set( iEdict );
-
-#ifndef _X360
- if ( bIsHLTV || bIsReplay )
- {
- pInfo->m_pTransmitAlways->Set( iEdict );
- }
-#endif
- CServerNetworkProperty *pEnt = static_cast<CServerNetworkProperty*>( pEdict->GetNetworkable() );
- if ( !pEnt )
- break;
-
- CServerNetworkProperty *pParent = pEnt->GetNetworkParent();
- if ( !pParent )
- break;
-
- pEdict = pParent->edict();
- iEdict = pParent->entindex();
- }
- continue;
- }
-
- // FIXME: Would like to remove all dependencies
- CBaseEntity *pEnt = ( CBaseEntity * )pEdict->GetUnknown();
- Assert( dynamic_cast< CBaseEntity* >( pEdict->GetUnknown() ) == pEnt );
-
- if ( nFlags == FL_EDICT_FULLCHECK )
- {
- // do a full ShouldTransmit() check, may return FL_EDICT_CHECKPVS
- nFlags = pEnt->ShouldTransmit( pInfo );
-
- Assert( !(nFlags & FL_EDICT_FULLCHECK) );
-
- if ( nFlags & FL_EDICT_ALWAYS )
- {
- pEnt->SetTransmit( pInfo, true );
- continue;
- }
- }
-
- // don't send this entity
- if ( !( nFlags & FL_EDICT_PVSCHECK ) )
- continue;
-
- CServerNetworkProperty *netProp = static_cast<CServerNetworkProperty*>( pEdict->GetNetworkable() );
-
-#ifndef _X360
- if ( bIsHLTV || bIsReplay )
- {
- // for the HLTV/Replay we don't cull against PVS
- if ( netProp->AreaNum() == skyBoxArea )
- {
- pEnt->SetTransmit( pInfo, true );
- }
- else
- {
- pEnt->SetTransmit( pInfo, false );
- }
- continue;
- }
-#endif
-
- // Always send entities in the player's 3d skybox.
- // Sidenote: call of AreaNum() ensures that PVS data is up to date for this entity
- bool bSameAreaAsSky = netProp->AreaNum() == skyBoxArea;
- if ( bSameAreaAsSky )
- {
- pEnt->SetTransmit( pInfo, true );
- continue;
- }
-
- bool bInPVS = netProp->IsInPVS( pInfo );
- if ( bInPVS || sv_force_transmit_ents.GetBool() )
- {
- // only send if entity is in PVS
- pEnt->SetTransmit( pInfo, false );
- continue;
- }
-
- // If the entity is marked "check PVS" but it's in hierarchy, walk up the hierarchy looking for the
- // for any parent which is also in the PVS. If none are found, then we don't need to worry about sending ourself
- CBaseEntity *orig = pEnt;
- CServerNetworkProperty *check = netProp->GetNetworkParent();
-
- // BUG BUG: I think it might be better to build up a list of edict indices which "depend" on other answers and then
- // resolve them in a second pass. Not sure what happens if an entity has two parents who both request PVS check?
- while ( check )
- {
- int checkIndex = check->entindex();
-
- // Parent already being sent
- if ( pInfo->m_pTransmitEdict->Get( checkIndex ) )
- {
- orig->SetTransmit( pInfo, true );
- break;
- }
-
- edict_t *checkEdict = check->edict();
- int checkFlags = checkEdict->m_fStateFlags & (FL_EDICT_DONTSEND|FL_EDICT_ALWAYS|FL_EDICT_PVSCHECK|FL_EDICT_FULLCHECK);
- if ( checkFlags & FL_EDICT_DONTSEND )
- break;
-
- if ( checkFlags & FL_EDICT_ALWAYS )
- {
- orig->SetTransmit( pInfo, true );
- break;
- }
-
- if ( checkFlags == FL_EDICT_FULLCHECK )
- {
- // do a full ShouldTransmit() check, may return FL_EDICT_CHECKPVS
- CBaseEntity *pCheckEntity = check->GetBaseEntity();
- nFlags = pCheckEntity->ShouldTransmit( pInfo );
- Assert( !(nFlags & FL_EDICT_FULLCHECK) );
- if ( nFlags & FL_EDICT_ALWAYS )
- {
- pCheckEntity->SetTransmit( pInfo, true );
- orig->SetTransmit( pInfo, true );
- }
- break;
- }
-
- if ( checkFlags & FL_EDICT_PVSCHECK )
- {
- // Check pvs
- check->RecomputePVSInformation();
- bool bMoveParentInPVS = check->IsInPVS( pInfo );
- if ( bMoveParentInPVS )
- {
- orig->SetTransmit( pInfo, true );
- break;
- }
- }
-
- // Continue up chain just in case the parent itself has a parent that's in the PVS...
- check = check->GetNetworkParent();
- }
- }
-
-// Msg("A:%i, N:%i, F: %i, P: %i\n", always, dontSend, fullCheck, PVS );
-}
-
-
-CServerGameClients g_ServerGameClients;
-// INTERFACEVERSION_SERVERGAMECLIENTS_VERSION_3 is compatible with the latest since we're only adding things to the end, so expose that as well.
-EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CServerGameClients, IServerGameClients003, INTERFACEVERSION_SERVERGAMECLIENTS_VERSION_3, g_ServerGameClients );
-EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CServerGameClients, IServerGameClients, INTERFACEVERSION_SERVERGAMECLIENTS, g_ServerGameClients );
-
-
-//-----------------------------------------------------------------------------
-// Purpose: called when a player tries to connect to the server
-// Input : *pEdict - the new player
-// char *pszName - the players name
-// char *pszAddress - the IP address of the player
-// reject - output - fill in with the reason why
-// maxrejectlen -- sizeof output buffer
-// the player was not allowed to connect.
-// Output : Returns TRUE if player is allowed to join, FALSE if connection is denied.
-//-----------------------------------------------------------------------------
-bool CServerGameClients::ClientConnect( edict_t *pEdict, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen )
-{
- if ( !g_pGameRules )
- return false;
-
- return g_pGameRules->ClientConnected( pEdict, pszName, pszAddress, reject, maxrejectlen );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Called when a player is fully active (i.e. ready to receive messages)
-// Input : *pEntity - the player
-//-----------------------------------------------------------------------------
-void CServerGameClients::ClientActive( edict_t *pEdict, bool bLoadGame )
-{
- MDLCACHE_CRITICAL_SECTION();
-
- ::ClientActive( pEdict, bLoadGame );
-
- // If we just loaded from a save file, call OnRestore on valid entities
- EndRestoreEntities();
-
- if ( gpGlobals->eLoadType != MapLoad_LoadGame )
- {
- // notify all entities that the player is now in the game
- for ( CBaseEntity *pEntity = gEntList.FirstEnt(); pEntity != NULL; pEntity = gEntList.NextEnt(pEntity) )
- {
- pEntity->PostClientActive();
- }
- }
-
- // Tell the sound controller to check looping sounds
- CBasePlayer *pPlayer = ( CBasePlayer * )CBaseEntity::Instance( pEdict );
- CSoundEnvelopeController::GetController().CheckLoopingSoundsForPlayer( pPlayer );
- SceneManager_ClientActive( pPlayer );
-
- #if defined( TF_DLL )
- Assert( pPlayer );
- if ( pPlayer && !pPlayer->IsFakeClient() )
- {
- CSteamID steamID;
- if ( pPlayer->GetSteamID( &steamID ) )
- {
- GTFGCClientSystem()->ClientActive( steamID );
- }
- else
- {
- Log("WARNING: ClientActive, but we don't know his SteamID?\n");
- }
- }
- #endif
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : *pPlayer - the player
-//-----------------------------------------------------------------------------
-void CServerGameClients::ClientSpawned( edict_t *pPlayer )
-{
- if ( g_pGameRules )
- {
- g_pGameRules->ClientSpawned( pPlayer );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: called when a player disconnects from a server
-// Input : *pEdict - the player
-//-----------------------------------------------------------------------------
-void CServerGameClients::ClientDisconnect( edict_t *pEdict )
-{
- extern bool g_fGameOver;
-
- CBasePlayer *player = ( CBasePlayer * )CBaseEntity::Instance( pEdict );
- if ( player )
- {
- if ( !g_fGameOver )
- {
- player->SetMaxSpeed( 0.0f );
-
- CSound *pSound;
- pSound = CSoundEnt::SoundPointerForIndex( CSoundEnt::ClientSoundIndex( pEdict ) );
- {
- // since this client isn't around to think anymore, reset their sound.
- if ( pSound )
- {
- pSound->Reset();
- }
- }
-
- // since the edict doesn't get deleted, fix it so it doesn't interfere.
- player->RemoveFlag( FL_AIMTARGET ); // don't attract autoaim
- player->AddFlag( FL_DONTTOUCH ); // stop it touching anything
- player->AddFlag( FL_NOTARGET ); // stop NPCs noticing it
- player->AddSolidFlags( FSOLID_NOT_SOLID ); // nonsolid
-
- if ( g_pGameRules )
- {
- g_pGameRules->ClientDisconnected( pEdict );
- gamestats->Event_PlayerDisconnected( player );
- }
- }
-
- // Make sure all Untouch()'s are called for this client leaving
- CBaseEntity::PhysicsRemoveTouchedList( player );
- CBaseEntity::PhysicsRemoveGroundList( player );
-
-#if !defined( NO_ENTITY_PREDICTION )
- // Make sure anything we "own" is simulated by the server from now on
- player->ClearPlayerSimulationList();
-#endif
- #if defined( TF_DLL )
- if ( !player->IsFakeClient() )
- {
- CSteamID steamID;
- if ( player->GetSteamID( &steamID ) )
- {
- GTFGCClientSystem()->ClientDisconnected( steamID );
- }
- else
- {
- Log("WARNING: ClientDisconnected, but we don't know his SteamID?\n");
- }
- }
- #endif
- }
-}
-
-void CServerGameClients::ClientPutInServer( edict_t *pEntity, const char *playername )
-{
- if ( g_pClientPutInServerOverride )
- g_pClientPutInServerOverride( pEntity, playername );
- else
- ::ClientPutInServer( pEntity, playername );
-}
-
-void CServerGameClients::ClientCommand( edict_t *pEntity, const CCommand &args )
-{
- CBasePlayer *pPlayer = ToBasePlayer( GetContainingEntity( pEntity ) );
- ::ClientCommand( pPlayer, args );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: called after the player changes userinfo - gives dll a chance to modify
-// it before it gets sent into the rest of the engine->
-// Input : *pEdict - the player
-// *infobuffer - their infobuffer
-//-----------------------------------------------------------------------------
-void CServerGameClients::ClientSettingsChanged( edict_t *pEdict )
-{
- // Is the client spawned yet?
- if ( !pEdict->GetUnknown() )
- return;
-
- CBasePlayer *player = ( CBasePlayer * )CBaseEntity::Instance( pEdict );
-
- if ( !player )
- return;
-
- bool bAllowNetworkingClientSettingsChange = g_pGameRules->IsConnectedUserInfoChangeAllowed( player );
- if ( bAllowNetworkingClientSettingsChange )
- {
-
-#define QUICKGETCVARVALUE(v) (engine->GetClientConVarValue( player->entindex(), v ))
-
- // get network setting for prediction & lag compensation
-
- // Unfortunately, we have to duplicate the code in cdll_bounded_cvars.cpp here because the client
- // doesn't send the virtualized value up (because it has no way to know when the virtualized value
- // changes). Possible todo: put the responsibility on the bounded cvar to notify the engine when
- // its virtualized value has changed.
-
- player->m_nUpdateRate = Q_atoi( QUICKGETCVARVALUE("cl_updaterate") );
- static const ConVar *pMinUpdateRate = g_pCVar->FindVar( "sv_minupdaterate" );
- static const ConVar *pMaxUpdateRate = g_pCVar->FindVar( "sv_maxupdaterate" );
- if ( pMinUpdateRate && pMaxUpdateRate )
- player->m_nUpdateRate = clamp( player->m_nUpdateRate, (int) pMinUpdateRate->GetFloat(), (int) pMaxUpdateRate->GetFloat() );
-
- bool useInterpolation = Q_atoi( QUICKGETCVARVALUE("cl_interpolate") ) != 0;
- if ( useInterpolation )
- {
- float flLerpRatio = Q_atof( QUICKGETCVARVALUE("cl_interp_ratio") );
- if ( flLerpRatio == 0 )
- flLerpRatio = 1.0f;
- float flLerpAmount = Q_atof( QUICKGETCVARVALUE("cl_interp") );
-
- static const ConVar *pMin = g_pCVar->FindVar( "sv_client_min_interp_ratio" );
- static const ConVar *pMax = g_pCVar->FindVar( "sv_client_max_interp_ratio" );
- if ( pMin && pMax && pMin->GetFloat() != -1 )
- {
- flLerpRatio = clamp( flLerpRatio, pMin->GetFloat(), pMax->GetFloat() );
- }
- else
- {
- if ( flLerpRatio == 0 )
- flLerpRatio = 1.0f;
- }
- // #define FIXME_INTERP_RATIO
- player->m_fLerpTime = MAX( flLerpAmount, flLerpRatio / player->m_nUpdateRate );
- }
- else
- {
- player->m_fLerpTime = 0.0f;
- }
-
-#if !defined( NO_ENTITY_PREDICTION )
- bool usePrediction = Q_atoi( QUICKGETCVARVALUE("cl_predict")) != 0;
-
- if ( usePrediction )
- {
- player->m_bPredictWeapons = Q_atoi( QUICKGETCVARVALUE("cl_predictweapons")) != 0;
- player->m_bLagCompensation = Q_atoi( QUICKGETCVARVALUE("cl_lagcompensation")) != 0;
- }
- else
-#endif
- {
- player->m_bPredictWeapons = false;
- player->m_bLagCompensation = false;
- }
-
-
-#undef QUICKGETCVARVALUE
- }
-
- g_pGameRules->ClientSettingsChanged( player );
-}
-
-
-#ifdef PORTAL
-//-----------------------------------------------------------------------------
-// Purpose: Runs CFuncAreaPortalBase::UpdateVisibility on each portal
-// Input : pAreaPortal - The Area portal to test for visibility from portals
-// Output : int - 1 if any portal needs this area portal open, 0 otherwise.
-//-----------------------------------------------------------------------------
-int TestAreaPortalVisibilityThroughPortals ( CFuncAreaPortalBase* pAreaPortal, edict_t *pViewEntity, unsigned char *pvs, int pvssize )
-{
- int iPortalCount = CProp_Portal_Shared::AllPortals.Count();
- if( iPortalCount == 0 )
- return 0;
-
- CProp_Portal **pPortals = CProp_Portal_Shared::AllPortals.Base();
-
- for ( int i = 0; i != iPortalCount; ++i )
- {
- CProp_Portal* pLocalPortal = pPortals[ i ];
- if ( pLocalPortal && pLocalPortal->m_bActivated )
- {
- CProp_Portal* pRemotePortal = pLocalPortal->m_hLinkedPortal.Get();
-
- // Make sure this portal's linked portal is in the PVS before we add what it can see
- if ( pRemotePortal && pRemotePortal->m_bActivated && pRemotePortal->NetworkProp() &&
- pRemotePortal->NetworkProp()->IsInPVS( pViewEntity, pvs, pvssize ) )
- {
- bool bIsOpenOnClient = true;
- float fovDistanceAdjustFactor = 1.0f;
- Vector portalOrg = pLocalPortal->GetAbsOrigin();
- int iPortalNeedsThisPortalOpen = pAreaPortal->UpdateVisibility( portalOrg, fovDistanceAdjustFactor, bIsOpenOnClient );
-
- // Stop checking on success, this portal needs to be open
- if ( iPortalNeedsThisPortalOpen )
- {
- return iPortalNeedsThisPortalOpen;
- }
- }
- }
- }
-
- return 0;
-}
-#endif
-
-//-----------------------------------------------------------------------------
-// Purpose: A client can have a separate "view entity" indicating that his/her view should depend on the origin of that
-// view entity. If that's the case, then pViewEntity will be non-NULL and will be used. Otherwise, the current
-// entity's origin is used. Either is offset by the m_vecViewOffset to get the eye position.
-// From the eye position, we set up the PAS and PVS to use for filtering network messages to the client. At this point, we could
-// override the actual PAS or PVS values, or use a different origin.
-// NOTE: Do not cache the values of pas and pvs, as they depend on reusable memory in the engine, they are only good for this one frame
-// Input : *pViewEntity -
-// *pClient -
-// **pvs -
-// **pas -
-//-----------------------------------------------------------------------------
-void CServerGameClients::ClientSetupVisibility( edict_t *pViewEntity, edict_t *pClient, unsigned char *pvs, int pvssize )
-{
- Vector org;
-
- // Reset the PVS!!!
- engine->ResetPVS( pvs, pvssize );
-
- g_pToolFrameworkServer->PreSetupVisibility();
-
- // Find the client's PVS
- CBaseEntity *pVE = NULL;
- if ( pViewEntity )
- {
- pVE = GetContainingEntity( pViewEntity );
- // If we have a viewentity, it overrides the player's origin
- if ( pVE )
- {
- org = pVE->EyePosition();
- engine->AddOriginToPVS( org );
- }
- }
-
- float fovDistanceAdjustFactor = 1;
-
- CBasePlayer *pPlayer = ( CBasePlayer * )GetContainingEntity( pClient );
- if ( pPlayer )
- {
- org = pPlayer->EyePosition();
- pPlayer->SetupVisibility( pVE, pvs, pvssize );
- UTIL_SetClientVisibilityPVS( pClient, pvs, pvssize );
- fovDistanceAdjustFactor = pPlayer->GetFOVDistanceAdjustFactorForNetworking();
- }
-
- unsigned char portalBits[MAX_AREA_PORTAL_STATE_BYTES];
- memset( portalBits, 0, sizeof( portalBits ) );
-
- int portalNums[512];
- int isOpen[512];
- int iOutPortal = 0;
-
- for( unsigned short i = g_AreaPortals.Head(); i != g_AreaPortals.InvalidIndex(); i = g_AreaPortals.Next(i) )
- {
- CFuncAreaPortalBase *pCur = g_AreaPortals[i];
-
- bool bIsOpenOnClient = true;
-
- // Update our array of which portals are open and flush it if necessary.
- portalNums[iOutPortal] = pCur->m_portalNumber;
- isOpen[iOutPortal] = pCur->UpdateVisibility( org, fovDistanceAdjustFactor, bIsOpenOnClient );
-
-#ifdef PORTAL
- // If the client doesn't need this open, test if portals might need this area portal open
- if ( isOpen[iOutPortal] == 0 )
- {
- isOpen[iOutPortal] = TestAreaPortalVisibilityThroughPortals( pCur, pViewEntity, pvs, pvssize );
- }
-#endif
-
- ++iOutPortal;
- if ( iOutPortal >= ARRAYSIZE( portalNums ) )
- {
- engine->SetAreaPortalStates( portalNums, isOpen, iOutPortal );
- iOutPortal = 0;
- }
-
- // Version 0 portals (ie: shipping Half-Life 2 era) are always treated as open
- // for purposes of the m_chAreaPortalBits array on the client.
- if ( pCur->m_iPortalVersion == 0 )
- bIsOpenOnClient = true;
-
- if ( bIsOpenOnClient )
- {
- if ( pCur->m_portalNumber < 0 )
- continue;
- else if ( pCur->m_portalNumber >= sizeof( portalBits ) * 8 )
- Error( "ClientSetupVisibility: portal number (%d) too large", pCur->m_portalNumber );
- else
- portalBits[pCur->m_portalNumber >> 3] |= (1 << (pCur->m_portalNumber & 7));
- }
- }
-
- // Flush the remaining areaportal states.
- engine->SetAreaPortalStates( portalNums, isOpen, iOutPortal );
-
- // Update the area bits that get sent to the client.
- pPlayer->m_Local.UpdateAreaBits( pPlayer, portalBits );
-
-#ifdef PORTAL
- // *After* the player's view has updated its area bits, add on any other areas seen by portals
- CPortal_Player* pPortalPlayer = dynamic_cast<CPortal_Player*>( pPlayer );
- if ( pPortalPlayer )
- {
- pPortalPlayer->UpdatePortalViewAreaBits( pvs, pvssize );
- }
-#endif //PORTAL
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : *player -
-// *buf -
-// numcmds -
-// totalcmds -
-// dropped_packets -
-// ignore -
-// paused -
-// Output : float
-//-----------------------------------------------------------------------------
-#define CMD_MAXBACKUP 64
-
-float CServerGameClients::ProcessUsercmds( edict_t *player, bf_read *buf, int numcmds, int totalcmds,
- int dropped_packets, bool ignore, bool paused )
-{
- int i;
- CUserCmd *from, *to;
-
- // We track last three command in case we drop some
- // packets but get them back.
- CUserCmd cmds[ CMD_MAXBACKUP ];
-
- CUserCmd cmdNull; // For delta compression
-
- Assert( numcmds >= 0 );
- Assert( ( totalcmds - numcmds ) >= 0 );
-
- CBasePlayer *pPlayer = NULL;
- CBaseEntity *pEnt = CBaseEntity::Instance(player);
- if ( pEnt && pEnt->IsPlayer() )
- {
- pPlayer = static_cast< CBasePlayer * >( pEnt );
- }
- // Too many commands?
- if ( totalcmds < 0 || totalcmds >= ( CMD_MAXBACKUP - 1 ) )
- {
- const char *name = "unknown";
- if ( pPlayer )
- {
- name = pPlayer->GetPlayerName();
- }
-
- Msg("CBasePlayer::ProcessUsercmds: too many cmds %i sent for player %s\n", totalcmds, name );
- // FIXME: Need a way to drop the client from here
- //SV_DropClient ( host_client, false, "CMD_MAXBACKUP hit" );
- buf->SetOverflowFlag();
- return 0.0f;
- }
-
- // Initialize for reading delta compressed usercmds
- cmdNull.Reset();
- from = &cmdNull;
- for ( i = totalcmds - 1; i >= 0; i-- )
- {
- to = &cmds[ i ];
- ReadUsercmd( buf, to, from );
- from = to;
- }
-
- // Client not fully connected or server has gone inactive or is paused, just ignore
- if ( ignore || !pPlayer )
- {
- return 0.0f;
- }
-
- MDLCACHE_CRITICAL_SECTION();
- pPlayer->ProcessUsercmds( cmds, numcmds, totalcmds, dropped_packets, paused );
-
- return TICK_INTERVAL;
-}
-
-
-void CServerGameClients::PostClientMessagesSent_DEPRECIATED( void )
-{
-}
-
-// Sets the client index for the client who typed the command into his/her console
-void CServerGameClients::SetCommandClient( int index )
-{
- g_nCommandClientIndex = index;
-}
-
-int CServerGameClients::GetReplayDelay( edict_t *pEdict, int &entity )
-{
- CBasePlayer *pPlayer = ( CBasePlayer * )CBaseEntity::Instance( pEdict );
-
- if ( !pPlayer )
- return 0;
-
- entity = pPlayer->GetReplayEntity();
-
- return pPlayer->GetDelayTicks();
-}
-
-
-//-----------------------------------------------------------------------------
-// The client's userinfo data lump has changed
-//-----------------------------------------------------------------------------
-void CServerGameClients::ClientEarPosition( edict_t *pEdict, Vector *pEarOrigin )
-{
- CBasePlayer *pPlayer = ( CBasePlayer * )CBaseEntity::Instance( pEdict );
- if (pPlayer)
- {
- *pEarOrigin = pPlayer->EarPosition();
- }
- else
- {
- // Shouldn't happen
- Assert(0);
- *pEarOrigin = vec3_origin;
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : *player -
-// Output : CPlayerState
-//-----------------------------------------------------------------------------
-CPlayerState *CServerGameClients::GetPlayerState( edict_t *player )
-{
- // Is the client spawned yet?
- if ( !player || !player->GetUnknown() )
- return NULL;
-
- CBasePlayer *pBasePlayer = ( CBasePlayer * )CBaseEntity::Instance( player );
- if ( !pBasePlayer )
- return NULL;
-
- return &pBasePlayer->pl;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: 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
-// Input : *buf -
-// buflen -
-//-----------------------------------------------------------------------------
-void CServerGameClients::GetBugReportInfo( char *buf, int buflen )
-{
- recentNPCSpeech_t speech[ SPEECH_LIST_MAX_SOUNDS ];
- int num;
- int i;
-
- buf[ 0 ] = 0;
-
- if ( gpGlobals->maxClients == 1 )
- {
- CBaseEntity *ent = FindPickerEntity( UTIL_PlayerByIndex(1) );
- if ( ent )
- {
- Q_snprintf( buf, buflen, "Picker %i/%s - ent %s model %s\n",
- ent->entindex(),
- ent->GetClassname(),
- STRING( ent->GetEntityName() ),
- STRING( ent->GetModelName() ) );
- }
-
- // get any sounds that were spoken by NPCs recently
- num = GetRecentNPCSpeech( speech );
- if ( num > 0 )
- {
- Q_snprintf( buf, buflen, "%sRecent NPC speech:\n", buf );
- for( i = 0; i < num; i++ )
- {
- Q_snprintf( buf, buflen, "%s time: %6.3f sound name: %s scene: %s\n", buf, speech[ i ].time, speech[ i ].name, speech[ i ].sceneName );
- }
- Q_snprintf( buf, buflen, "%sCurrent time: %6.3f\n", buf, gpGlobals->curtime );
- }
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: A user has had their network id setup and validated
-//-----------------------------------------------------------------------------
-void CServerGameClients::NetworkIDValidated( const char *pszUserName, const char *pszNetworkID )
-{
-}
-
-// The client has submitted a keyvalues command
-void CServerGameClients::ClientCommandKeyValues( edict_t *pEntity, KeyValues *pKeyValues )
-{
- if ( !pKeyValues )
- return;
-
- if ( g_pGameRules )
- {
- g_pGameRules->ClientCommandKeyValues( pEntity, pKeyValues );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-static bf_write *g_pMsgBuffer = NULL;
-
-void EntityMessageBegin( CBaseEntity * entity, bool reliable /*= false*/ )
-{
- Assert( !g_pMsgBuffer );
-
- Assert ( entity );
-
- g_pMsgBuffer = engine->EntityMessageBegin( entity->entindex(), entity->GetServerClass(), reliable );
-}
-
-void UserMessageBegin( IRecipientFilter& filter, const char *messagename )
-{
- Assert( !g_pMsgBuffer );
-
- Assert( messagename );
-
- int msg_type = usermessages->LookupUserMessage( messagename );
-
- if ( msg_type == -1 )
- {
- Error( "UserMessageBegin: Unregistered message '%s'\n", messagename );
- }
-
- g_pMsgBuffer = engine->UserMessageBegin( &filter, msg_type );
-}
-
-void MessageEnd( void )
-{
- Assert( g_pMsgBuffer );
-
- engine->MessageEnd();
-
- g_pMsgBuffer = NULL;
-}
-
-void MessageWriteByte( int iValue)
-{
- if (!g_pMsgBuffer)
- Error( "WRITE_BYTE called with no active message\n" );
-
- g_pMsgBuffer->WriteByte( iValue );
-}
-
-void MessageWriteChar( int iValue)
-{
- if (!g_pMsgBuffer)
- Error( "WRITE_CHAR called with no active message\n" );
-
- g_pMsgBuffer->WriteChar( iValue );
-}
-
-void MessageWriteShort( int iValue)
-{
- if (!g_pMsgBuffer)
- Error( "WRITE_SHORT called with no active message\n" );
-
- g_pMsgBuffer->WriteShort( iValue );
-}
-
-void MessageWriteWord( int iValue )
-{
- if (!g_pMsgBuffer)
- Error( "WRITE_WORD called with no active message\n" );
-
- g_pMsgBuffer->WriteWord( iValue );
-}
-
-void MessageWriteLong( int iValue)
-{
- if (!g_pMsgBuffer)
- Error( "WriteLong called with no active message\n" );
-
- g_pMsgBuffer->WriteLong( iValue );
-}
-
-void MessageWriteFloat( float flValue)
-{
- if (!g_pMsgBuffer)
- Error( "WriteFloat called with no active message\n" );
-
- g_pMsgBuffer->WriteFloat( flValue );
-}
-
-void MessageWriteAngle( float flValue)
-{
- if (!g_pMsgBuffer)
- Error( "WriteAngle called with no active message\n" );
-
- g_pMsgBuffer->WriteBitAngle( flValue, 8 );
-}
-
-void MessageWriteCoord( float flValue)
-{
- if (!g_pMsgBuffer)
- Error( "WriteCoord called with no active message\n" );
-
- g_pMsgBuffer->WriteBitCoord( flValue );
-}
-
-void MessageWriteVec3Coord( const Vector& rgflValue)
-{
- if (!g_pMsgBuffer)
- Error( "WriteVec3Coord called with no active message\n" );
-
- g_pMsgBuffer->WriteBitVec3Coord( rgflValue );
-}
-
-void MessageWriteVec3Normal( const Vector& rgflValue)
-{
- if (!g_pMsgBuffer)
- Error( "WriteVec3Normal called with no active message\n" );
-
- g_pMsgBuffer->WriteBitVec3Normal( rgflValue );
-}
-
-void MessageWriteAngles( const QAngle& rgflValue)
-{
- if (!g_pMsgBuffer)
- Error( "WriteVec3Normal called with no active message\n" );
-
- g_pMsgBuffer->WriteBitAngles( rgflValue );
-}
-
-void MessageWriteString( const char *sz )
-{
- if (!g_pMsgBuffer)
- Error( "WriteString called with no active message\n" );
-
- g_pMsgBuffer->WriteString( sz );
-}
-
-void MessageWriteEntity( int iValue)
-{
- if (!g_pMsgBuffer)
- Error( "WriteEntity called with no active message\n" );
-
- g_pMsgBuffer->WriteShort( iValue );
-}
-
-void MessageWriteEHandle( CBaseEntity *pEntity )
-{
- if (!g_pMsgBuffer)
- Error( "WriteEHandle called with no active message\n" );
-
- long iEncodedEHandle;
-
- if( pEntity )
- {
- EHANDLE hEnt = pEntity;
-
- int iSerialNum = hEnt.GetSerialNumber() & (1 << NUM_NETWORKED_EHANDLE_SERIAL_NUMBER_BITS) - 1;
- iEncodedEHandle = hEnt.GetEntryIndex() | (iSerialNum << MAX_EDICT_BITS);
- }
- else
- {
- iEncodedEHandle = INVALID_NETWORKED_EHANDLE_VALUE;
- }
-
- g_pMsgBuffer->WriteLong( iEncodedEHandle );
-}
-
-// bitwise
-void MessageWriteBool( bool bValue )
-{
- if (!g_pMsgBuffer)
- Error( "WriteBool called with no active message\n" );
-
- g_pMsgBuffer->WriteOneBit( bValue ? 1 : 0 );
-}
-
-void MessageWriteUBitLong( unsigned int data, int numbits )
-{
- if (!g_pMsgBuffer)
- Error( "WriteUBitLong called with no active message\n" );
-
- g_pMsgBuffer->WriteUBitLong( data, numbits );
-}
-
-void MessageWriteSBitLong( int data, int numbits )
-{
- if (!g_pMsgBuffer)
- Error( "WriteSBitLong called with no active message\n" );
-
- g_pMsgBuffer->WriteSBitLong( data, numbits );
-}
-
-void MessageWriteBits( const void *pIn, int nBits )
-{
- if (!g_pMsgBuffer)
- Error( "WriteBits called with no active message\n" );
-
- g_pMsgBuffer->WriteBits( pIn, nBits );
-}
-
-class CServerDLLSharedAppSystems : public IServerDLLSharedAppSystems
-{
-public:
- CServerDLLSharedAppSystems()
- {
- AddAppSystem( "soundemittersystem" DLL_EXT_STRING, SOUNDEMITTERSYSTEM_INTERFACE_VERSION );
- AddAppSystem( "scenefilecache" DLL_EXT_STRING, SCENE_FILE_CACHE_INTERFACE_VERSION );
- }
-
- virtual int Count()
- {
- return m_Systems.Count();
- }
- virtual char const *GetDllName( int idx )
- {
- return m_Systems[ idx ].m_pModuleName;
- }
- virtual char const *GetInterfaceName( int idx )
- {
- return m_Systems[ idx ].m_pInterfaceName;
- }
-private:
- void AddAppSystem( char const *moduleName, char const *interfaceName )
- {
- AppSystemInfo_t sys;
- sys.m_pModuleName = moduleName;
- sys.m_pInterfaceName = interfaceName;
- m_Systems.AddToTail( sys );
- }
-
- CUtlVector< AppSystemInfo_t > m_Systems;
-};
-
-EXPOSE_SINGLE_INTERFACE( CServerDLLSharedAppSystems, IServerDLLSharedAppSystems, SERVER_DLL_SHARED_APPSYSTEMS );
-
-
-//-----------------------------------------------------------------------------
-//
-//-----------------------------------------------------------------------------
-void CServerGameTags::GetTaggedConVarList( KeyValues *pCvarTagList )
-{
- if ( pCvarTagList && g_pGameRules )
- {
- g_pGameRules->GetTaggedConVarList( pCvarTagList );
- }
-}
-
-
-
-#ifndef NO_STEAM
-
-CSteamID GetSteamIDForPlayerIndex( int iPlayerIndex )
-{
- const CSteamID *pResult = engine->GetClientSteamIDByPlayerIndex( iPlayerIndex );
- if ( pResult )
- return *pResult;
-
- // Return a bogus steam ID
- return CSteamID();
-}
-
-#endif
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: encapsulates and implements all the accessing of the game dll from external +// sources (only the engine at the time of writing) +// This files ONLY contains functions and data necessary to build an interface +// to external modules +//===========================================================================// + +#include "cbase.h" +#include "gamestringpool.h" +#include "mapentities_shared.h" +#include "game.h" +#include "entityapi.h" +#include "client.h" +#include "saverestore.h" +#include "entitylist.h" +#include "gamerules.h" +#include "soundent.h" +#include "player.h" +#include "server_class.h" +#include "ai_node.h" +#include "ai_link.h" +#include "ai_saverestore.h" +#include "ai_networkmanager.h" +#include "ndebugoverlay.h" +#include "ivoiceserver.h" +#include <stdarg.h> +#include "movehelper_server.h" +#include "networkstringtable_gamedll.h" +#include "filesystem.h" +#include "func_areaportalwindow.h" +#include "igamesystem.h" +#include "init_factory.h" +#include "vstdlib/random.h" +#include "env_wind_shared.h" +#include "engine/IEngineSound.h" +#include "ispatialpartition.h" +#include "textstatsmgr.h" +#include "bitbuf.h" +#include "saverestoretypes.h" +#include "physics_saverestore.h" +#include "achievement_saverestore.h" +#include "tier0/vprof.h" +#include "effect_dispatch_data.h" +#include "engine/IStaticPropMgr.h" +#include "TemplateEntities.h" +#include "ai_speech.h" +#include "soundenvelope.h" +#include "usermessages.h" +#include "physics.h" +#include "igameevents.h" +#include "EventLog.h" +#include "datacache/idatacache.h" +#include "engine/ivdebugoverlay.h" +#include "shareddefs.h" +#include "props.h" +#include "timedeventmgr.h" +#include "gameinterface.h" +#include "eventqueue.h" +#include "hltvdirector.h" +#if defined( REPLAY_ENABLED ) +#include "replay/iserverreplaycontext.h" +#endif +#include "SoundEmitterSystem/isoundemittersystembase.h" +#include "AI_ResponseSystem.h" +#include "saverestore_stringtable.h" +#include "util.h" +#include "tier0/icommandline.h" +#include "datacache/imdlcache.h" +#include "engine/iserverplugin.h" +#ifdef _WIN32 +#include "ienginevgui.h" +#endif +#include "ragdoll_shared.h" +#include "toolframework/iserverenginetools.h" +#include "sceneentity.h" +#include "appframework/IAppSystemGroup.h" +#include "scenefilecache/ISceneFileCache.h" +#include "tier2/tier2.h" +#include "particles/particles.h" +#include "gamestats.h" +#include "ixboxsystem.h" +#include "engine/imatchmaking.h" +#include "hl2orange.spa.h" +#include "particle_parse.h" +#ifndef NO_STEAM +#include "steam/steam_gameserver.h" +#endif +#include "tier3/tier3.h" +#include "serverbenchmark_base.h" +#include "querycache.h" + + +#ifdef TF_DLL +#include "gc_clientsystem.h" +#include "econ_item_inventory.h" +#include "steamworks_gamestats.h" +#include "tf/tf_gc_server.h" +#include "tf_gamerules.h" +#include "tf_lobby.h" +#include "player_vs_environment/tf_population_manager.h" + +extern ConVar tf_mm_trusted; +extern ConVar tf_mm_servermode; +#endif + +#ifdef USE_NAV_MESH +#include "nav_mesh.h" +#endif + +#ifdef NEXT_BOT +#include "NextBotManager.h" +#endif + +#ifdef USES_ECON_ITEMS +#include "econ_item_system.h" +#endif // USES_ECON_ITEMS + +#ifdef CSTRIKE_DLL // BOTPORT: TODO: move these ifdefs out +#include "bot/bot.h" +#endif + +#ifdef PORTAL +#include "prop_portal_shared.h" +#include "portal_player.h" +#endif + +#if defined( REPLAY_ENABLED ) +#include "replay/ireplaysystem.h" +#endif + +extern IToolFrameworkServer *g_pToolFrameworkServer; +extern IParticleSystemQuery *g_pParticleSystemQuery; + +extern ConVar commentary; + +#ifndef NO_STEAM +// this context is not available on dedicated servers +// WARNING! always check if interfaces are available before using +static CSteamAPIContext s_SteamAPIContext; +CSteamAPIContext *steamapicontext = &s_SteamAPIContext; + +// this context is not available on a pure client connected to a remote server. +// WARNING! always check if interfaces are available before using +static CSteamGameServerAPIContext s_SteamGameServerAPIContext; +CSteamGameServerAPIContext *steamgameserverapicontext = &s_SteamGameServerAPIContext; +#endif + +IUploadGameStats *gamestatsuploader = NULL; + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +CTimedEventMgr g_NetworkPropertyEventMgr; + +ISaveRestoreBlockHandler *GetEventQueueSaveRestoreBlockHandler(); +ISaveRestoreBlockHandler *GetCommentarySaveRestoreBlockHandler(); + +CUtlLinkedList<CMapEntityRef, unsigned short> g_MapEntityRefs; + +// Engine interfaces. +IVEngineServer *engine = NULL; +IVoiceServer *g_pVoiceServer = NULL; +#if !defined(_STATIC_LINKED) +IFileSystem *filesystem = NULL; +#else +extern IFileSystem *filesystem; +#endif +INetworkStringTableContainer *networkstringtable = NULL; +IStaticPropMgrServer *staticpropmgr = NULL; +IUniformRandomStream *random = NULL; +IEngineSound *enginesound = NULL; +ISpatialPartition *partition = NULL; +IVModelInfo *modelinfo = NULL; +IEngineTrace *enginetrace = NULL; +IGameEventManager2 *gameeventmanager = NULL; +IDataCache *datacache = NULL; +IVDebugOverlay * debugoverlay = NULL; +ISoundEmitterSystemBase *soundemitterbase = NULL; +IServerPluginHelpers *serverpluginhelpers = NULL; +IServerEngineTools *serverenginetools = NULL; +ISceneFileCache *scenefilecache = NULL; +IXboxSystem *xboxsystem = NULL; // Xbox 360 only +IMatchmaking *matchmaking = NULL; // Xbox 360 only +#if defined( REPLAY_ENABLED ) +IReplaySystem *g_pReplay = NULL; +IServerReplayContext *g_pReplayServerContext = NULL; +#endif + +IGameSystem *SoundEmitterSystem(); + +bool ModelSoundsCacheInit(); +void ModelSoundsCacheShutdown(); + +void SceneManager_ClientActive( CBasePlayer *player ); + +class IMaterialSystem; +class IStudioRender; + +#ifdef _DEBUG +static ConVar s_UseNetworkVars( "UseNetworkVars", "1", FCVAR_CHEAT, "For profiling, toggle network vars." ); +#endif + +extern ConVar sv_noclipduringpause; +ConVar sv_massreport( "sv_massreport", "0" ); +ConVar sv_force_transmit_ents( "sv_force_transmit_ents", "0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "Will transmit all entities to client, regardless of PVS conditions (will still skip based on transmit flags, however)." ); + +ConVar sv_autosave( "sv_autosave", "1", 0, "Set to 1 to autosave game on level transition. Does not affect autosave triggers." ); +ConVar *sv_maxreplay = NULL; +static ConVar *g_pcv_commentary = NULL; +static ConVar *g_pcv_ThreadMode = NULL; +static ConVar *g_pcv_hideServer = NULL; + +// String tables +INetworkStringTable *g_pStringTableParticleEffectNames = NULL; +INetworkStringTable *g_pStringTableEffectDispatch = NULL; +INetworkStringTable *g_pStringTableVguiScreen = NULL; +INetworkStringTable *g_pStringTableMaterials = NULL; +INetworkStringTable *g_pStringTableInfoPanel = NULL; +INetworkStringTable *g_pStringTableClientSideChoreoScenes = NULL; +INetworkStringTable *g_pStringTableServerMapCycle = NULL; + +#ifdef TF_DLL +INetworkStringTable *g_pStringTableServerPopFiles = NULL; +INetworkStringTable *g_pStringTableServerMapCycleMvM = NULL; +#endif + +CStringTableSaveRestoreOps g_VguiScreenStringOps; + +// Holds global variables shared between engine and game. +CGlobalVars *gpGlobals; +edict_t *g_pDebugEdictBase = 0; +static int g_nCommandClientIndex = 0; + +// The chapter number of the current +static int g_nCurrentChapterIndex = -1; + +#ifdef _DEBUG +static ConVar sv_showhitboxes( "sv_showhitboxes", "-1", FCVAR_CHEAT, "Send server-side hitboxes for specified entity to client (NOTE: this uses lots of bandwidth, use on listen server only)." ); +#endif + +void PrecachePointTemplates(); + +static ClientPutInServerOverrideFn g_pClientPutInServerOverride = NULL; +static void UpdateChapterRestrictions( const char *mapname ); + +static void UpdateRichPresence ( void ); + + +#if !defined( _XBOX ) // Don't doubly define this symbol. +CSharedEdictChangeInfo *g_pSharedChangeInfo = NULL; + +#endif + +IChangeInfoAccessor *CBaseEdict::GetChangeAccessor() +{ + return engine->GetChangeAccessor( (const edict_t *)this ); +} + +const IChangeInfoAccessor *CBaseEdict::GetChangeAccessor() const +{ + return engine->GetChangeAccessor( (const edict_t *)this ); +} + +const char *GetHintTypeDescription( CAI_Hint *pHint ); + +void ClientPutInServerOverride( ClientPutInServerOverrideFn fn ) +{ + g_pClientPutInServerOverride = fn; +} + +ConVar ai_post_frame_navigation( "ai_post_frame_navigation", "0" ); +class CPostFrameNavigationHook; +extern CPostFrameNavigationHook *PostFrameNavigationSystem( void ); + +//----------------------------------------------------------------------------- +// Purpose: +// Output : int +//----------------------------------------------------------------------------- +int UTIL_GetCommandClientIndex( void ) +{ + // -1 == unknown,dedicated server console + // 0 == player 1 + + // Convert to 1 based offset + return (g_nCommandClientIndex+1); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Output : CBasePlayer +//----------------------------------------------------------------------------- +CBasePlayer *UTIL_GetCommandClient( void ) +{ + int idx = UTIL_GetCommandClientIndex(); + if ( idx > 0 ) + { + return UTIL_PlayerByIndex( idx ); + } + + // HLDS console issued command + return NULL; +} + +//----------------------------------------------------------------------------- +// Purpose: Retrieves the MOD directory for the active game (ie. "hl2") +//----------------------------------------------------------------------------- + +bool UTIL_GetModDir( char *lpszTextOut, unsigned int nSize ) +{ + // Must pass in a buffer at least large enough to hold the desired string + const char *pGameDir = CommandLine()->ParmValue( "-game", "hl2" ); + Assert( strlen(pGameDir) <= nSize ); + if ( strlen(pGameDir) > nSize ) + return false; + + Q_strncpy( lpszTextOut, pGameDir, nSize ); + if ( Q_strnchr( lpszTextOut, '/', nSize ) || Q_strnchr( lpszTextOut, '\\', nSize ) ) + { + // Strip the last directory off (which will be our game dir) + Q_StripLastDir( lpszTextOut, nSize ); + + // Find the difference in string lengths and take that difference from the original string as the mod dir + int dirlen = Q_strlen( lpszTextOut ); + Q_strncpy( lpszTextOut, pGameDir + dirlen, Q_strlen( pGameDir ) - dirlen + 1 ); + } + + return true; +} + +extern void InitializeCvars( void ); + +CBaseEntity* FindPickerEntity( CBasePlayer* pPlayer ); +CAI_Node* FindPickerAINode( CBasePlayer* pPlayer, NodeType_e nNodeType ); +CAI_Link* FindPickerAILink( CBasePlayer* pPlayer ); +float GetFloorZ(const Vector &origin); +void UpdateAllClientData( void ); +void DrawMessageEntities(); + +#include "ai_network.h" + +// For now just using one big AI network +extern ConVar think_limit; + + +#if 0 +//----------------------------------------------------------------------------- +// Purpose: Draw output overlays for any measure sections +// Input : +//----------------------------------------------------------------------------- +void DrawMeasuredSections(void) +{ + int row = 1; + float rowheight = 0.025; + + CMeasureSection *p = CMeasureSection::GetList(); + while ( p ) + { + char str[256]; + Q_snprintf(str,sizeof(str),"%s",p->GetName()); + NDebugOverlay::ScreenText( 0.01,0.51+(row*rowheight),str, 255,255,255,255, 0.0 ); + + Q_snprintf(str,sizeof(str),"%5.2f\n",p->GetTime().GetMillisecondsF()); + //Q_snprintf(str,sizeof(str),"%3.3f\n",p->GetTime().GetSeconds() * 100.0 / engine->Time()); + NDebugOverlay::ScreenText( 0.28,0.51+(row*rowheight),str, 255,255,255,255, 0.0 ); + + Q_snprintf(str,sizeof(str),"%5.2f\n",p->GetMaxTime().GetMillisecondsF()); + //Q_snprintf(str,sizeof(str),"%3.3f\n",p->GetTime().GetSeconds() * 100.0 / engine->Time()); + NDebugOverlay::ScreenText( 0.34,0.51+(row*rowheight),str, 255,255,255,255, 0.0 ); + + + row++; + + p = p->GetNext(); + } + + bool sort_reset = false; + + // Time to redo sort? + if ( measure_resort.GetFloat() > 0.0 && + engine->Time() >= CMeasureSection::m_dNextResort ) + { + // Redo it + CMeasureSection::SortSections(); + // Set next time + CMeasureSection::m_dNextResort = engine->Time() + measure_resort.GetFloat(); + // Flag to reset sort accumulator, too + sort_reset = true; + } + + // Iterate through the sections now + p = CMeasureSection::GetList(); + while ( p ) + { + // Update max + p->UpdateMax(); + + // Reset regular accum. + p->Reset(); + // Reset sort accum less often + if ( sort_reset ) + { + p->SortReset(); + } + p = p->GetNext(); + } + +} +#endif + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void DrawAllDebugOverlays( void ) +{ + // If in debug select mode print the selection entities name or classname + if (CBaseEntity::m_bInDebugSelect) + { + CBasePlayer* pPlayer = UTIL_PlayerByIndex( CBaseEntity::m_nDebugPlayer ); + + if (pPlayer) + { + // First try to trace a hull to an entity + CBaseEntity *pEntity = FindPickerEntity( pPlayer ); + + if ( pEntity ) + { + pEntity->DrawDebugTextOverlays(); + pEntity->DrawBBoxOverlay(); + pEntity->SendDebugPivotOverlay(); + } + } + } + + // -------------------------------------------------------- + // Draw debug overlay lines + // -------------------------------------------------------- + UTIL_DrawOverlayLines(); + + // ------------------------------------------------------------------------ + // If in wc_edit mode draw a box to highlight which node I'm looking at + // ------------------------------------------------------------------------ + if (engine->IsInEditMode()) + { + CBasePlayer* pPlayer = UTIL_PlayerByIndex( CBaseEntity::m_nDebugPlayer ); + if (pPlayer) + { + if (g_pAINetworkManager->GetEditOps()->m_bLinkEditMode) + { + CAI_Link* pAILink = FindPickerAILink(pPlayer); + if (pAILink) + { + // For now just using one big AI network + Vector startPos = g_pBigAINet->GetNode(pAILink->m_iSrcID)->GetPosition(g_pAINetworkManager->GetEditOps()->m_iHullDrawNum); + Vector endPos = g_pBigAINet->GetNode(pAILink->m_iDestID)->GetPosition(g_pAINetworkManager->GetEditOps()->m_iHullDrawNum); + Vector linkDir = startPos-endPos; + float linkLen = VectorNormalize( linkDir ); + + // Draw in green if link that's been turned off + if (pAILink->m_LinkInfo & bits_LINK_OFF) + { + NDebugOverlay::BoxDirection(startPos, Vector(-4,-4,-4), Vector(-linkLen,4,4), linkDir, 0,255,0,40,0); + } + else + { + NDebugOverlay::BoxDirection(startPos, Vector(-4,-4,-4), Vector(-linkLen,4,4), linkDir, 255,0,0,40,0); + } + } + } + else + { + CAI_Node* pAINode; + if (g_pAINetworkManager->GetEditOps()->m_bAirEditMode) + { + pAINode = FindPickerAINode(pPlayer,NODE_AIR); + } + else + { + pAINode = FindPickerAINode(pPlayer,NODE_GROUND); + } + + if (pAINode) + { + Vector vecPos = pAINode->GetPosition(g_pAINetworkManager->GetEditOps()->m_iHullDrawNum); + NDebugOverlay::Box( vecPos, Vector(-8,-8,-8), Vector(8,8,8), 255,0,0,40,0); + + if ( pAINode->GetHint() ) + { + CBaseEntity *pEnt = (CBaseEntity *)pAINode->GetHint(); + if ( pEnt->GetEntityName() != NULL_STRING ) + { + NDebugOverlay::Text( vecPos + Vector(0,0,6), STRING(pEnt->GetEntityName()), false, 0 ); + } + NDebugOverlay::Text( vecPos, GetHintTypeDescription( pAINode->GetHint() ), false, 0 ); + } + } + } + // ------------------------------------ + // If in air edit mode draw guide line + // ------------------------------------ + if (g_pAINetworkManager->GetEditOps()->m_bAirEditMode) + { + UTIL_DrawPositioningOverlay(g_pAINetworkManager->GetEditOps()->m_flAirEditDistance); + } + else + { + NDebugOverlay::DrawGroundCrossHairOverlay(); + } + } + } + + // For not just using one big AI Network + if ( g_pAINetworkManager ) + { + g_pAINetworkManager->GetEditOps()->DrawAINetworkOverlay(); + } + + // PERFORMANCE: only do this in developer mode + if ( g_pDeveloper->GetInt() && !engine->IsDedicatedServer() ) + { + // iterate through all objects for debug overlays + const CEntInfo *pInfo = gEntList.FirstEntInfo(); + + for ( ;pInfo; pInfo = pInfo->m_pNext ) + { + CBaseEntity *ent = (CBaseEntity *)pInfo->m_pEntity; + // HACKHACK: to flag off these calls + if ( ent->m_debugOverlays || ent->m_pTimedOverlay ) + { + MDLCACHE_CRITICAL_SECTION(); + ent->DrawDebugGeometryOverlays(); + } + } + } + + if ( sv_massreport.GetInt() ) + { + // iterate through all objects for debug overlays + const CEntInfo *pInfo = gEntList.FirstEntInfo(); + + for ( ;pInfo; pInfo = pInfo->m_pNext ) + { + CBaseEntity *ent = (CBaseEntity *)pInfo->m_pEntity; + if (!ent->VPhysicsGetObject()) + continue; + + char tempstr[512]; + Q_snprintf(tempstr, sizeof(tempstr),"%s: Mass: %.2f kg / %.2f lb (%s)", + STRING( ent->GetModelName() ), ent->VPhysicsGetObject()->GetMass(), + kg2lbs(ent->VPhysicsGetObject()->GetMass()), + GetMassEquivalent(ent->VPhysicsGetObject()->GetMass())); + ent->EntityText(0, tempstr, 0); + } + } + + // A hack to draw point_message entities w/o developer required + DrawMessageEntities(); +} + +CServerGameDLL g_ServerGameDLL; +// INTERFACEVERSION_SERVERGAMEDLL_VERSION_8 is compatible with the latest since we're only adding things to the end, so expose that as well. +EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CServerGameDLL, IServerGameDLL008, INTERFACEVERSION_SERVERGAMEDLL_VERSION_8, g_ServerGameDLL ); +EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CServerGameDLL, IServerGameDLL, INTERFACEVERSION_SERVERGAMEDLL, g_ServerGameDLL); + +// When bumping the version to this interface, check that our assumption is still valid and expose the older version in the same way +COMPILE_TIME_ASSERT( INTERFACEVERSION_SERVERGAMEDLL_INT == 9 ); + +bool CServerGameDLL::DLLInit( CreateInterfaceFn appSystemFactory, + CreateInterfaceFn physicsFactory, CreateInterfaceFn fileSystemFactory, + CGlobalVars *pGlobals) +{ + ConnectTier1Libraries( &appSystemFactory, 1 ); + ConnectTier2Libraries( &appSystemFactory, 1 ); + ConnectTier3Libraries( &appSystemFactory, 1 ); + + // Connected in ConnectTier1Libraries + if ( cvar == NULL ) + return false; + +#ifndef _X360 + s_SteamAPIContext.Init(); + s_SteamGameServerAPIContext.Init(); +#endif + + // init each (seperated for ease of debugging) + if ( (engine = (IVEngineServer*)appSystemFactory(INTERFACEVERSION_VENGINESERVER, NULL)) == NULL ) + return false; + if ( (g_pVoiceServer = (IVoiceServer*)appSystemFactory(INTERFACEVERSION_VOICESERVER, NULL)) == NULL ) + return false; + if ( (networkstringtable = (INetworkStringTableContainer *)appSystemFactory(INTERFACENAME_NETWORKSTRINGTABLESERVER,NULL)) == NULL ) + return false; + if ( (staticpropmgr = (IStaticPropMgrServer *)appSystemFactory(INTERFACEVERSION_STATICPROPMGR_SERVER,NULL)) == NULL ) + return false; + if ( (random = (IUniformRandomStream *)appSystemFactory(VENGINE_SERVER_RANDOM_INTERFACE_VERSION, NULL)) == NULL ) + return false; + if ( (enginesound = (IEngineSound *)appSystemFactory(IENGINESOUND_SERVER_INTERFACE_VERSION, NULL)) == NULL ) + return false; + if ( (partition = (ISpatialPartition *)appSystemFactory(INTERFACEVERSION_SPATIALPARTITION, NULL)) == NULL ) + return false; + if ( (modelinfo = (IVModelInfo *)appSystemFactory(VMODELINFO_SERVER_INTERFACE_VERSION, NULL)) == NULL ) + return false; + if ( (enginetrace = (IEngineTrace *)appSystemFactory(INTERFACEVERSION_ENGINETRACE_SERVER,NULL)) == NULL ) + return false; + if ( (filesystem = (IFileSystem *)fileSystemFactory(FILESYSTEM_INTERFACE_VERSION,NULL)) == NULL ) + return false; + if ( (gameeventmanager = (IGameEventManager2 *)appSystemFactory(INTERFACEVERSION_GAMEEVENTSMANAGER2,NULL)) == NULL ) + return false; + if ( (datacache = (IDataCache*)appSystemFactory(DATACACHE_INTERFACE_VERSION, NULL )) == NULL ) + return false; + if ( (soundemitterbase = (ISoundEmitterSystemBase *)appSystemFactory(SOUNDEMITTERSYSTEM_INTERFACE_VERSION, NULL)) == NULL ) + return false; +#ifndef _XBOX + if ( (gamestatsuploader = (IUploadGameStats *)appSystemFactory( INTERFACEVERSION_UPLOADGAMESTATS, NULL )) == NULL ) + return false; +#endif + if ( !mdlcache ) + return false; + if ( (serverpluginhelpers = (IServerPluginHelpers *)appSystemFactory(INTERFACEVERSION_ISERVERPLUGINHELPERS, NULL)) == NULL ) + return false; + if ( (scenefilecache = (ISceneFileCache *)appSystemFactory( SCENE_FILE_CACHE_INTERFACE_VERSION, NULL )) == NULL ) + return false; + if ( IsX360() && (xboxsystem = (IXboxSystem *)appSystemFactory( XBOXSYSTEM_INTERFACE_VERSION, NULL )) == NULL ) + return false; + if ( IsX360() && (matchmaking = (IMatchmaking *)appSystemFactory( VENGINE_MATCHMAKING_VERSION, NULL )) == NULL ) + return false; + + // If not running dedicated, grab the engine vgui interface + if ( !engine->IsDedicatedServer() ) + { +#ifdef _WIN32 + // This interface is optional, and is only valid when running with -tools + serverenginetools = ( IServerEngineTools * )appSystemFactory( VSERVERENGINETOOLS_INTERFACE_VERSION, NULL ); +#endif + } + + // Yes, both the client and game .dlls will try to Connect, the soundemittersystem.dll will handle this gracefully + if ( !soundemitterbase->Connect( appSystemFactory ) ) + return false; + + // cache the globals + gpGlobals = pGlobals; + + g_pSharedChangeInfo = engine->GetSharedEdictChangeInfo(); + + MathLib_Init( 2.2f, 2.2f, 0.0f, 2.0f ); + + // save these in case other system inits need them + factorylist_t factories; + factories.engineFactory = appSystemFactory; + factories.fileSystemFactory = fileSystemFactory; + factories.physicsFactory = physicsFactory; + FactoryList_Store( factories ); + + // load used game events + gameeventmanager->LoadEventsFromFile("resource/gameevents.res"); + + // init the cvar list first in case inits want to reference them + InitializeCvars(); + + // Initialize the particle system + if ( !g_pParticleSystemMgr->Init( g_pParticleSystemQuery ) ) + { + return false; + } + + sv_cheats = g_pCVar->FindVar( "sv_cheats" ); + if ( !sv_cheats ) + return false; + + g_pcv_commentary = g_pCVar->FindVar( "commentary" ); + g_pcv_ThreadMode = g_pCVar->FindVar( "host_thread_mode" ); + g_pcv_hideServer = g_pCVar->FindVar( "hide_server" ); + + sv_maxreplay = g_pCVar->FindVar( "sv_maxreplay" ); + + g_pGameSaveRestoreBlockSet->AddBlockHandler( GetEntitySaveRestoreBlockHandler() ); + g_pGameSaveRestoreBlockSet->AddBlockHandler( GetPhysSaveRestoreBlockHandler() ); + g_pGameSaveRestoreBlockSet->AddBlockHandler( GetAISaveRestoreBlockHandler() ); + g_pGameSaveRestoreBlockSet->AddBlockHandler( GetTemplateSaveRestoreBlockHandler() ); + g_pGameSaveRestoreBlockSet->AddBlockHandler( GetDefaultResponseSystemSaveRestoreBlockHandler() ); + g_pGameSaveRestoreBlockSet->AddBlockHandler( GetCommentarySaveRestoreBlockHandler() ); + g_pGameSaveRestoreBlockSet->AddBlockHandler( GetEventQueueSaveRestoreBlockHandler() ); + g_pGameSaveRestoreBlockSet->AddBlockHandler( GetAchievementSaveRestoreBlockHandler() ); + + // The string system must init first + shutdown last + IGameSystem::Add( GameStringSystem() ); + + // Physics must occur before the sound envelope manager + IGameSystem::Add( PhysicsGameSystem() ); + + // Used to service deferred navigation queries for NPCs + IGameSystem::Add( (IGameSystem *) PostFrameNavigationSystem() ); + + // Add game log system + IGameSystem::Add( GameLogSystem() ); +#ifndef _XBOX + // Add HLTV director + IGameSystem::Add( HLTVDirectorSystem() ); +#endif + // Add sound emitter + IGameSystem::Add( SoundEmitterSystem() ); + + // load Mod specific game events ( MUST be before InitAllSystems() so it can pickup the mod specific events) + gameeventmanager->LoadEventsFromFile("resource/ModEvents.res"); + +#ifdef CSTRIKE_DLL // BOTPORT: TODO: move these ifdefs out + InstallBotControl(); +#endif + + if ( !IGameSystem::InitAllSystems() ) + return false; + +#if defined( REPLAY_ENABLED ) + if ( gameeventmanager->LoadEventsFromFile( "resource/replayevents.res" ) <= 0 ) + { + Warning( "\n*\n* replayevents.res MISSING.\n*\n\n" ); + return false; + } +#endif + + // Due to dependencies, these are not autogamesystems + if ( !ModelSoundsCacheInit() ) + { + return false; + } + + InvalidateQueryCache(); + + // Parse the particle manifest file & register the effects within it + ParseParticleEffects( false, false ); + + // try to get debug overlay, may be NULL if on HLDS + debugoverlay = (IVDebugOverlay *)appSystemFactory( VDEBUG_OVERLAY_INTERFACE_VERSION, NULL ); + +#ifndef _XBOX +#ifdef USE_NAV_MESH + // create the Navigation Mesh interface + TheNavMesh = NavMeshFactory(); +#endif + + // init the gamestatsupload connection + gamestatsuploader->InitConnection(); +#endif + + return true; +} + +void CServerGameDLL::PostInit() +{ + IGameSystem::PostInitAllSystems(); +} + +void CServerGameDLL::DLLShutdown( void ) +{ + + // Due to dependencies, these are not autogamesystems + ModelSoundsCacheShutdown(); + + g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetAchievementSaveRestoreBlockHandler() ); + g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetCommentarySaveRestoreBlockHandler() ); + g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetEventQueueSaveRestoreBlockHandler() ); + g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetDefaultResponseSystemSaveRestoreBlockHandler() ); + g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetTemplateSaveRestoreBlockHandler() ); + g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetAISaveRestoreBlockHandler() ); + g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetPhysSaveRestoreBlockHandler() ); + g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetEntitySaveRestoreBlockHandler() ); + + char *pFilename = g_TextStatsMgr.GetStatsFilename(); + if ( !pFilename || !pFilename[0] ) + { + g_TextStatsMgr.SetStatsFilename( "stats.txt" ); + } + g_TextStatsMgr.WriteFile( filesystem ); + + IGameSystem::ShutdownAllSystems(); + +#ifdef CSTRIKE_DLL // BOTPORT: TODO: move these ifdefs out + RemoveBotControl(); +#endif + +#ifndef _XBOX +#ifdef USE_NAV_MESH + // destroy the Navigation Mesh interface + if ( TheNavMesh ) + { + delete TheNavMesh; + TheNavMesh = NULL; + } +#endif + // reset (shutdown) the gamestatsupload connection + gamestatsuploader->InitConnection(); +#endif + +#ifndef _X360 + s_SteamAPIContext.Clear(); // Steam API context shutdown + s_SteamGameServerAPIContext.Clear(); +#endif + + gameeventmanager = NULL; + + DisconnectTier3Libraries(); + DisconnectTier2Libraries(); + ConVar_Unregister(); + DisconnectTier1Libraries(); +} + +bool CServerGameDLL::ReplayInit( CreateInterfaceFn fnReplayFactory ) +{ +#if defined( REPLAY_ENABLED ) + if ( !IsPC() ) + return false; + if ( (g_pReplay = ( IReplaySystem *)fnReplayFactory( REPLAY_INTERFACE_VERSION, NULL )) == NULL ) + return false; + if ( (g_pReplayServerContext = g_pReplay->SV_GetContext()) == NULL ) + return false; + return true; +#else + return false; +#endif +} + +//----------------------------------------------------------------------------- +// Purpose: See shareddefs.h for redefining this. Don't even think about it, though, for HL2. Or you will pay. ywb 9/22/03 +// Output : float +//----------------------------------------------------------------------------- +float CServerGameDLL::GetTickInterval( void ) const +{ + float tickinterval = DEFAULT_TICK_INTERVAL; + +//============================================================================= +// HPE_BEGIN: +// [Forrest] For Counter-Strike, set default tick rate of 66 and removed -tickrate command line parameter. +//============================================================================= +// Ignoring this for now, server ops are abusing it +#if !defined( TF_DLL ) && !defined( CSTRIKE_DLL ) && !defined( DOD_DLL ) +//============================================================================= +// HPE_END +//============================================================================= + // override if tick rate specified in command line + if ( CommandLine()->CheckParm( "-tickrate" ) ) + { + float tickrate = CommandLine()->ParmValue( "-tickrate", 0 ); + if ( tickrate > 10 ) + tickinterval = 1.0f / tickrate; + } +#endif + + return tickinterval; +} + +// This is called when a new game is started. (restart, map) +bool CServerGameDLL::GameInit( void ) +{ + ResetGlobalState(); + engine->ServerCommand( "exec game.cfg\n" ); + engine->ServerExecute( ); + CBaseEntity::sm_bAccurateTriggerBboxChecks = true; + + IGameEvent *event = gameeventmanager->CreateEvent( "game_init" ); + if ( event ) + { + gameeventmanager->FireEvent( event ); + } + + return true; +} + +// This is called when a game ends (server disconnect, death, restart, load) +// NOT on level transitions within a game +void CServerGameDLL::GameShutdown( void ) +{ + ResetGlobalState(); +} + +static bool g_OneWayTransition = false; +void Game_SetOneWayTransition( void ) +{ + g_OneWayTransition = true; +} + +static CUtlVector<EHANDLE> g_RestoredEntities; +// just for debugging, assert that this is the only time this function is called +static bool g_InRestore = false; + +void AddRestoredEntity( CBaseEntity *pEntity ) +{ + Assert(g_InRestore); + if ( !pEntity ) + return; + + g_RestoredEntities.AddToTail( EHANDLE(pEntity) ); +} + +void EndRestoreEntities() +{ + if ( !g_InRestore ) + return; + + // The entire hierarchy is restored, so we can call GetAbsOrigin again. + //CBaseEntity::SetAbsQueriesValid( true ); + + // Call all entities' OnRestore handlers + for ( int i = g_RestoredEntities.Count()-1; i >=0; --i ) + { + CBaseEntity *pEntity = g_RestoredEntities[i].Get(); + if ( pEntity && !pEntity->IsDormant() ) + { + MDLCACHE_CRITICAL_SECTION(); + pEntity->OnRestore(); + } + } + + g_RestoredEntities.Purge(); + + IGameSystem::OnRestoreAllSystems(); + + g_InRestore = false; + gEntList.CleanupDeleteList(); + + // HACKHACK: UNDONE: We need to redesign the main loop with respect to save/load/server activate + g_ServerGameDLL.ServerActivate( NULL, 0, 0 ); + CBaseEntity::SetAllowPrecache( false ); +} + +void BeginRestoreEntities() +{ + if ( g_InRestore ) + { + DevMsg( "BeginRestoreEntities without previous EndRestoreEntities.\n" ); + gEntList.CleanupDeleteList(); + } + g_RestoredEntities.Purge(); + g_InRestore = true; + + CBaseEntity::SetAllowPrecache( true ); + + // No calls to GetAbsOrigin until the entire hierarchy is restored! + //CBaseEntity::SetAbsQueriesValid( false ); +} + +//----------------------------------------------------------------------------- +// Purpose: This prevents sv.tickcount/gpGlobals->tickcount from advancing during restore which +// would cause a lot of the NPCs to fast forward their think times to the same +// tick due to some ticks being elapsed during restore where there was no simulation going on +//----------------------------------------------------------------------------- +bool CServerGameDLL::IsRestoring() +{ + return g_InRestore; +} + +// Called any time a new level is started (after GameInit() also on level transitions within a game) +bool CServerGameDLL::LevelInit( const char *pMapName, char const *pMapEntities, char const *pOldLevel, char const *pLandmarkName, bool loadGame, bool background ) +{ + VPROF("CServerGameDLL::LevelInit"); + +#ifdef USES_ECON_ITEMS + GameItemSchema_t *pItemSchema = ItemSystem()->GetItemSchema(); + if ( pItemSchema ) + { + pItemSchema->BInitFromDelayedBuffer(); + } +#endif // USES_ECON_ITEMS + + ResetWindspeed(); + UpdateChapterRestrictions( pMapName ); + + if ( IsX360() && !background && (gpGlobals->maxClients == 1) && (g_nCurrentChapterIndex >= 0) ) + { + // Single player games tell xbox live what game & chapter the user is playing + UpdateRichPresence(); + } + + //Tony; parse custom manifest if exists! + ParseParticleEffectsMap( pMapName, false ); + + // IGameSystem::LevelInitPreEntityAllSystems() is called when the world is precached + // That happens either in LoadGameState() or in MapEntity_ParseAllEntities() + if ( loadGame ) + { + if ( pOldLevel ) + { + gpGlobals->eLoadType = MapLoad_Transition; + } + else + { + gpGlobals->eLoadType = MapLoad_LoadGame; + } + + BeginRestoreEntities(); + if ( !engine->LoadGameState( pMapName, 1 ) ) + { + if ( pOldLevel ) + { + MapEntity_ParseAllEntities( pMapEntities ); + } + else + { + // Regular save load case + return false; + } + } + + if ( pOldLevel ) + { + engine->LoadAdjacentEnts( pOldLevel, pLandmarkName ); + } + + if ( g_OneWayTransition ) + { + engine->ClearSaveDirAfterClientLoad(); + } + + if ( pOldLevel && sv_autosave.GetBool() == true ) + { + // This is a single-player style level transition. + // Queue up an autosave one second into the level + CBaseEntity *pAutosave = CBaseEntity::Create( "logic_autosave", vec3_origin, vec3_angle, NULL ); + if ( pAutosave ) + { + g_EventQueue.AddEvent( pAutosave, "Save", 1.0, NULL, NULL ); + g_EventQueue.AddEvent( pAutosave, "Kill", 1.1, NULL, NULL ); + } + } + } + else + { + if ( background ) + { + gpGlobals->eLoadType = MapLoad_Background; + } + else + { + gpGlobals->eLoadType = MapLoad_NewGame; + } + + // Clear out entity references, and parse the entities into it. + g_MapEntityRefs.Purge(); + CMapLoadEntityFilter filter; + MapEntity_ParseAllEntities( pMapEntities, &filter ); + + g_pServerBenchmark->StartBenchmark(); + + // Now call the mod specific parse + LevelInit_ParseAllEntities( pMapEntities ); + } + + // Check low violence settings for this map + g_RagdollLVManager.SetLowViolence( pMapName ); + + // Now that all of the active entities have been loaded in, precache any entities who need point_template parameters + // to be parsed (the above code has loaded all point_template entities) + PrecachePointTemplates(); + + // load MOTD from file into stringtable + LoadMessageOfTheDay(); + + // Sometimes an ent will Remove() itself during its precache, so RemoveImmediate won't happen. + // This makes sure those ents get cleaned up. + gEntList.CleanupDeleteList(); + + g_AIFriendliesTalkSemaphore.Release(); + g_AIFoesTalkSemaphore.Release(); + g_OneWayTransition = false; + + // clear any pending autosavedangerous + m_fAutoSaveDangerousTime = 0.0f; + m_fAutoSaveDangerousMinHealthToCommit = 0.0f; + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: called after every level change and load game, iterates through all the +// active entities and gives them a chance to fix up their state +//----------------------------------------------------------------------------- +#ifdef DEBUG +bool g_bReceivedChainedActivate; +bool g_bCheckForChainedActivate; +#define BeginCheckChainedActivate() if (0) ; else { g_bCheckForChainedActivate = true; g_bReceivedChainedActivate = false; } +#define EndCheckChainedActivate( bCheck ) \ + if (0) ; else \ + { \ + if ( bCheck ) \ + { \ + char msg[ 1024 ]; \ + Q_snprintf( msg, sizeof( msg ), "Entity (%i/%s/%s) failed to call base class Activate()\n", pClass->entindex(), pClass->GetClassname(), STRING( pClass->GetEntityName() ) ); \ + AssertMsg( g_bReceivedChainedActivate == true, msg ); \ + } \ + g_bCheckForChainedActivate = false; \ + } +#else +#define BeginCheckChainedActivate() ((void)0) +#define EndCheckChainedActivate( bCheck ) ((void)0) +#endif + +void CServerGameDLL::ServerActivate( edict_t *pEdictList, int edictCount, int clientMax ) +{ + // HACKHACK: UNDONE: We need to redesign the main loop with respect to save/load/server activate + if ( g_InRestore ) + return; + + if ( gEntList.ResetDeleteList() != 0 ) + { + Msg( "ERROR: Entity delete queue not empty on level start!\n" ); + } + + for ( CBaseEntity *pClass = gEntList.FirstEnt(); pClass != NULL; pClass = gEntList.NextEnt(pClass) ) + { + if ( pClass && !pClass->IsDormant() ) + { + MDLCACHE_CRITICAL_SECTION(); + + BeginCheckChainedActivate(); + pClass->Activate(); + + // We don't care if it finished activating if it decided to remove itself. + EndCheckChainedActivate( !( pClass->GetEFlags() & EFL_KILLME ) ); + } + } + + IGameSystem::LevelInitPostEntityAllSystems(); + // No more precaching after PostEntityAllSystems!!! + CBaseEntity::SetAllowPrecache( false ); + + // only display the think limit when the game is run with "developer" mode set + if ( !g_pDeveloper->GetInt() ) + { + think_limit.SetValue( 0 ); + } + +#ifndef _XBOX +#ifdef USE_NAV_MESH + // load the Navigation Mesh for this map + TheNavMesh->Load(); + TheNavMesh->OnServerActivate(); +#endif +#endif + +#ifdef CSTRIKE_DLL // BOTPORT: TODO: move these ifdefs out + TheBots->ServerActivate(); +#endif + +#ifdef NEXT_BOT + TheNextBots().OnMapLoaded(); +#endif +} + +//----------------------------------------------------------------------------- +// Purpose: Called after the steam API has been activated post-level startup +//----------------------------------------------------------------------------- +void CServerGameDLL::GameServerSteamAPIActivated( void ) +{ +#ifndef NO_STEAM + steamgameserverapicontext->Init(); + if ( steamgameserverapicontext->SteamGameServer() && engine->IsDedicatedServer() ) + { + steamgameserverapicontext->SteamGameServer()->GetGameplayStats(); + } +#endif + +#ifdef TF_DLL + GCClientSystem()->GameServerActivate(); + InventoryManager()->GameServerSteamAPIActivated(); +#endif +} + +//----------------------------------------------------------------------------- +// Purpose: Called after the steam API has been activated post-level startup +//----------------------------------------------------------------------------- +void CServerGameDLL::GameServerSteamAPIShutdown( void ) +{ +#if !defined( NO_STEAM ) + if ( steamgameserverapicontext ) + { + steamgameserverapicontext->Clear(); + } +#endif +#ifdef TF_DLL + GCClientSystem()->Shutdown(); +#endif +} + +//----------------------------------------------------------------------------- +// Purpose: Called at the start of every game frame +//----------------------------------------------------------------------------- +ConVar trace_report( "trace_report", "0" ); + +void CServerGameDLL::GameFrame( bool simulating ) +{ + VPROF( "CServerGameDLL::GameFrame" ); + + // Don't run frames until fully restored + if ( g_InRestore ) + return; + + if ( CBaseEntity::IsSimulatingOnAlternateTicks() ) + { + // only run simulation on even numbered ticks + if ( gpGlobals->tickcount & 1 ) + { + UpdateAllClientData(); + return; + } + // If we're skipping frames, then the frametime is 2x the normal tick + gpGlobals->frametime *= 2.0f; + } + + float oldframetime = gpGlobals->frametime; + +#ifdef _DEBUG + // For profiling.. let them enable/disable the networkvar manual mode stuff. + g_bUseNetworkVars = s_UseNetworkVars.GetBool(); +#endif + + extern void GameStartFrame( void ); + extern void ServiceEventQueue( void ); + extern void Physics_RunThinkFunctions( bool simulating ); + + // Delete anything that was marked for deletion + // outside of server frameloop (e.g., in response to concommand) + gEntList.CleanupDeleteList(); + + IGameSystem::FrameUpdatePreEntityThinkAllSystems(); + GameStartFrame(); + +#ifndef _XBOX +#ifdef USE_NAV_MESH + TheNavMesh->Update(); +#endif + +#ifdef NEXT_BOT + TheNextBots().Update(); +#endif + + gamestatsuploader->UpdateConnection(); +#endif + + UpdateQueryCache(); + g_pServerBenchmark->UpdateBenchmark(); + + Physics_RunThinkFunctions( simulating ); + + IGameSystem::FrameUpdatePostEntityThinkAllSystems(); + + // UNDONE: Make these systems IGameSystems and move these calls into FrameUpdatePostEntityThink() + // service event queue, firing off any actions whos time has come + ServiceEventQueue(); + + // free all ents marked in think functions + gEntList.CleanupDeleteList(); + + // FIXME: Should this only occur on the final tick? + UpdateAllClientData(); + + if ( g_pGameRules ) + { + g_pGameRules->EndGameFrame(); + } + + if ( trace_report.GetBool() ) + { + int total = 0, totals[3]; + for ( int i = 0; i < 3; i++ ) + { + totals[i] = enginetrace->GetStatByIndex( i, true ); + if ( totals[i] > 0 ) + { + total += totals[i]; + } + } + + if ( total ) + { + Msg("Trace: %d, contents %d, enumerate %d\n", totals[0], totals[1], totals[2] ); + } + } + + // Any entities that detect network state changes on a timer do it here. + g_NetworkPropertyEventMgr.FireEvents(); + + gpGlobals->frametime = oldframetime; +} + +//----------------------------------------------------------------------------- +// Purpose: Called every frame even if not ticking +// Input : simulating - +//----------------------------------------------------------------------------- +void CServerGameDLL::PreClientUpdate( bool simulating ) +{ + if ( !simulating ) + return; + + /* + if (game_speeds.GetInt()) + { + DrawMeasuredSections(); + } + */ + +//#ifdef _DEBUG - allow this in release for now + DrawAllDebugOverlays(); +//#endif + + IGameSystem::PreClientUpdateAllSystems(); + +#ifdef _DEBUG + if ( sv_showhitboxes.GetInt() == -1 ) + return; + + if ( sv_showhitboxes.GetInt() == 0 ) + { + // assume it's text + CBaseEntity *pEntity = NULL; + + while (1) + { + pEntity = gEntList.FindEntityByName( pEntity, sv_showhitboxes.GetString() ); + if ( !pEntity ) + break; + + CBaseAnimating *anim = dynamic_cast< CBaseAnimating * >( pEntity ); + + if (anim) + { + anim->DrawServerHitboxes(); + } + } + return; + } + + CBaseAnimating *anim = dynamic_cast< CBaseAnimating * >( CBaseEntity::Instance( engine->PEntityOfEntIndex( sv_showhitboxes.GetInt() ) ) ); + if ( !anim ) + return; + + anim->DrawServerHitboxes(); +#endif +} + +void CServerGameDLL::Think( bool finalTick ) +{ + if ( m_fAutoSaveDangerousTime != 0.0f && m_fAutoSaveDangerousTime < gpGlobals->curtime ) + { + // The safety timer for a dangerous auto save has expired + CBasePlayer *pPlayer = UTIL_PlayerByIndex( 1 ); + + if ( pPlayer && ( pPlayer->GetDeathTime() == 0.0f || pPlayer->GetDeathTime() > gpGlobals->curtime ) + && !pPlayer->IsSinglePlayerGameEnding() + ) + { + if( pPlayer->GetHealth() >= m_fAutoSaveDangerousMinHealthToCommit ) + { + // The player isn't dead, so make the dangerous auto save safe + engine->ServerCommand( "autosavedangerousissafe\n" ); + } + } + + m_fAutoSaveDangerousTime = 0.0f; + m_fAutoSaveDangerousMinHealthToCommit = 0.0f; + } +} + +void CServerGameDLL::OnQueryCvarValueFinished( QueryCvarCookie_t iCookie, edict_t *pPlayerEntity, EQueryCvarValueStatus eStatus, const char *pCvarName, const char *pCvarValue ) +{ +} + + +// Called when a level is shutdown (including changing levels) +void CServerGameDLL::LevelShutdown( void ) +{ +#ifndef NO_STEAM + IGameSystem::LevelShutdownPreClearSteamAPIContextAllSystems(); + + steamgameserverapicontext->Clear(); +#endif + + g_pServerBenchmark->EndBenchmark(); + + MDLCACHE_CRITICAL_SECTION(); + IGameSystem::LevelShutdownPreEntityAllSystems(); + + // YWB: + // This entity pointer is going away now and is corrupting memory on level transitions/restarts + CSoundEnt::ShutdownSoundEnt(); + + gEntList.Clear(); + + InvalidateQueryCache(); + + IGameSystem::LevelShutdownPostEntityAllSystems(); + + // In case we quit out during initial load + CBaseEntity::SetAllowPrecache( false ); + + g_nCurrentChapterIndex = -1; + +#ifndef _XBOX +#ifdef USE_NAV_MESH + // reset the Navigation Mesh + if ( TheNavMesh ) + { + TheNavMesh->Reset(); + } +#endif +#endif +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : +// Output : ServerClass* +//----------------------------------------------------------------------------- +ServerClass* CServerGameDLL::GetAllServerClasses() +{ + return g_pServerClassHead; +} + + +const char *CServerGameDLL::GetGameDescription( void ) +{ + return ::GetGameDescription(); +} + +void CServerGameDLL::CreateNetworkStringTables( void ) +{ + // Create any shared string tables here (and only here!) + // E.g.: xxx = networkstringtable->CreateStringTable( "SceneStrings", 512 ); + g_pStringTableParticleEffectNames = networkstringtable->CreateStringTable( "ParticleEffectNames", MAX_PARTICLESYSTEMS_STRINGS ); + g_pStringTableEffectDispatch = networkstringtable->CreateStringTable( "EffectDispatch", MAX_EFFECT_DISPATCH_STRINGS ); + g_pStringTableVguiScreen = networkstringtable->CreateStringTable( "VguiScreen", MAX_VGUI_SCREEN_STRINGS ); + g_pStringTableMaterials = networkstringtable->CreateStringTable( "Materials", MAX_MATERIAL_STRINGS ); + g_pStringTableInfoPanel = networkstringtable->CreateStringTable( "InfoPanel", MAX_INFOPANEL_STRINGS ); + g_pStringTableClientSideChoreoScenes = networkstringtable->CreateStringTable( "Scenes", MAX_CHOREO_SCENES_STRINGS ); + g_pStringTableServerMapCycle = networkstringtable->CreateStringTable( "ServerMapCycle", 128 ); + +#ifdef TF_DLL + g_pStringTableServerPopFiles = networkstringtable->CreateStringTable( "ServerPopFiles", 128 ); + g_pStringTableServerMapCycleMvM = networkstringtable->CreateStringTable( "ServerMapCycleMvM", 128 ); +#endif + + bool bPopFilesValid = true; + (void)bPopFilesValid; // Avoid unreferenced variable warning + +#ifdef TF_DLL + bPopFilesValid = ( g_pStringTableServerPopFiles != NULL ); +#endif + + Assert( g_pStringTableParticleEffectNames && + g_pStringTableEffectDispatch && + g_pStringTableVguiScreen && + g_pStringTableMaterials && + g_pStringTableInfoPanel && + g_pStringTableClientSideChoreoScenes && + g_pStringTableServerMapCycle && + bPopFilesValid + ); + + // Need this so we have the error material always handy + PrecacheMaterial( "debug/debugempty" ); + Assert( GetMaterialIndex( "debug/debugempty" ) == 0 ); + + PrecacheParticleSystem( "error" ); // ensure error particle system is handy + Assert( GetParticleSystemIndex( "error" ) == 0 ); + + CreateNetworkStringTables_GameRules(); + + // Set up save/load utilities for string tables + g_VguiScreenStringOps.Init( g_pStringTableVguiScreen ); +} + +CSaveRestoreData *CServerGameDLL::SaveInit( int size ) +{ + return ::SaveInit(size); +} + +//----------------------------------------------------------------------------- +// Purpose: Saves data from a struct into a saverestore object, to be saved to disk +// Input : *pSaveData - the saverestore object +// char *pname - the name of the data to write +// *pBaseData - the struct into which the data is to be read +// *pFields - pointer to an array of data field descriptions +// fieldCount - the size of the array (number of field descriptions) +//----------------------------------------------------------------------------- +void CServerGameDLL::SaveWriteFields( CSaveRestoreData *pSaveData, const char *pname, void *pBaseData, datamap_t *pMap, typedescription_t *pFields, int fieldCount ) +{ + CSave saveHelper( pSaveData ); + saveHelper.WriteFields( pname, pBaseData, pMap, pFields, fieldCount ); +} + + +//----------------------------------------------------------------------------- +// Purpose: Reads data from a save/restore block into a structure +// Input : *pSaveData - the saverestore object +// char *pname - the name of the data to extract from +// *pBaseData - the struct into which the data is to be restored +// *pFields - pointer to an array of data field descriptions +// fieldCount - the size of the array (number of field descriptions) +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- + +void CServerGameDLL::SaveReadFields( CSaveRestoreData *pSaveData, const char *pname, void *pBaseData, datamap_t *pMap, typedescription_t *pFields, int fieldCount ) +{ + CRestore restoreHelper( pSaveData ); + restoreHelper.ReadFields( pname, pBaseData, pMap, pFields, fieldCount ); +} + +//----------------------------------------------------------------------------- + +void CServerGameDLL::SaveGlobalState( CSaveRestoreData *s ) +{ + ::SaveGlobalState(s); +} + +void CServerGameDLL::RestoreGlobalState(CSaveRestoreData *s) +{ + ::RestoreGlobalState(s); +} + +void CServerGameDLL::Save( CSaveRestoreData *s ) +{ + CSave saveHelper( s ); + g_pGameSaveRestoreBlockSet->Save( &saveHelper ); +} + +void CServerGameDLL::Restore( CSaveRestoreData *s, bool b) +{ + CRestore restore(s); + g_pGameSaveRestoreBlockSet->Restore( &restore, b ); + g_pGameSaveRestoreBlockSet->PostRestore(); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : msg_type - +// *name - +// size - +// Output : Returns true on success, false on failure. +//----------------------------------------------------------------------------- + +bool CServerGameDLL::GetUserMessageInfo( int msg_type, char *name, int maxnamelength, int& size ) +{ + if ( !usermessages->IsValidIndex( msg_type ) ) + return false; + + Q_strncpy( name, usermessages->GetUserMessageName( msg_type ), maxnamelength ); + size = usermessages->GetUserMessageSize( msg_type ); + return true; +} + +CStandardSendProxies* CServerGameDLL::GetStandardSendProxies() +{ + return &g_StandardSendProxies; +} + +int CServerGameDLL::CreateEntityTransitionList( CSaveRestoreData *s, int a) +{ + CRestore restoreHelper( s ); + // save off file base + int base = restoreHelper.GetReadPos(); + + int movedCount = ::CreateEntityTransitionList(s, a); + if ( movedCount ) + { + g_pGameSaveRestoreBlockSet->CallBlockHandlerRestore( GetPhysSaveRestoreBlockHandler(), base, &restoreHelper, false ); + g_pGameSaveRestoreBlockSet->CallBlockHandlerRestore( GetAISaveRestoreBlockHandler(), base, &restoreHelper, false ); + } + + GetPhysSaveRestoreBlockHandler()->PostRestore(); + GetAISaveRestoreBlockHandler()->PostRestore(); + + return movedCount; +} + +void CServerGameDLL::PreSave( CSaveRestoreData *s ) +{ + g_pGameSaveRestoreBlockSet->PreSave( s ); +} + +#include "client_textmessage.h" + +// This little hack lets me marry BSP names to messages in titles.txt +typedef struct +{ + const char *pBSPName; + const char *pTitleName; +} TITLECOMMENT; + +// this list gets searched for the first partial match, so some are out of order +static TITLECOMMENT gTitleComments[] = +{ +#ifdef HL1_DLL + { "t0a0", "#T0A0TITLE" }, + { "c0a0", "#HL1_Chapter1_Title" }, + { "c1a0", "#HL1_Chapter2_Title" }, + { "c1a1", "#HL1_Chapter3_Title" }, + { "c1a2", "#HL1_Chapter4_Title" }, + { "c1a3", "#HL1_Chapter5_Title" }, + { "c1a4", "#HL1_Chapter6_Title" }, + { "c2a1", "#HL1_Chapter7_Title" }, + { "c2a2", "#HL1_Chapter8_Title" }, + { "c2a3", "#HL1_Chapter9_Title" }, + { "c2a4d", "#HL1_Chapter11_Title" }, // These must appear before "C2A4" so all other map names starting with C2A4 get that title + { "c2a4e", "#HL1_Chapter11_Title" }, + { "c2a4f", "#HL1_Chapter11_Title" }, + { "c2a4g", "#HL1_Chapter11_Title" }, + { "c2a4", "#HL1_Chapter10_Title" }, + { "c2a5", "#HL1_Chapter12_Title" }, + { "c3a1", "#HL1_Chapter13_Title" }, + { "c3a2", "#HL1_Chapter14_Title" }, + { "c4a1a", "#HL1_Chapter17_Title" }, // Order is important, see above + { "c4a1b", "#HL1_Chapter17_Title" }, + { "c4a1c", "#HL1_Chapter17_Title" }, + { "c4a1d", "#HL1_Chapter17_Title" }, + { "c4a1e", "#HL1_Chapter17_Title" }, + { "c4a1", "#HL1_Chapter15_Title" }, + { "c4a2", "#HL1_Chapter16_Title" }, + { "c4a3", "#HL1_Chapter18_Title" }, + { "c5a1", "#HL1_Chapter19_Title" }, +#elif defined PORTAL + { "testchmb_a_00", "#Portal_Chapter1_Title" }, + { "testchmb_a_01", "#Portal_Chapter1_Title" }, + { "testchmb_a_02", "#Portal_Chapter2_Title" }, + { "testchmb_a_03", "#Portal_Chapter2_Title" }, + { "testchmb_a_04", "#Portal_Chapter3_Title" }, + { "testchmb_a_05", "#Portal_Chapter3_Title" }, + { "testchmb_a_06", "#Portal_Chapter4_Title" }, + { "testchmb_a_07", "#Portal_Chapter4_Title" }, + { "testchmb_a_08_advanced", "#Portal_Chapter5_Title" }, + { "testchmb_a_08", "#Portal_Chapter5_Title" }, + { "testchmb_a_09_advanced", "#Portal_Chapter6_Title" }, + { "testchmb_a_09", "#Portal_Chapter6_Title" }, + { "testchmb_a_10_advanced", "#Portal_Chapter7_Title" }, + { "testchmb_a_10", "#Portal_Chapter7_Title" }, + { "testchmb_a_11_advanced", "#Portal_Chapter8_Title" }, + { "testchmb_a_11", "#Portal_Chapter8_Title" }, + { "testchmb_a_13_advanced", "#Portal_Chapter9_Title" }, + { "testchmb_a_13", "#Portal_Chapter9_Title" }, + { "testchmb_a_14_advanced", "#Portal_Chapter10_Title" }, + { "testchmb_a_14", "#Portal_Chapter10_Title" }, + { "testchmb_a_15", "#Portal_Chapter11_Title" }, + { "escape_", "#Portal_Chapter11_Title" }, + { "background2", "#Portal_Chapter12_Title" }, +#else + { "intro", "#HL2_Chapter1_Title" }, + + { "d1_trainstation_05", "#HL2_Chapter2_Title" }, + { "d1_trainstation_06", "#HL2_Chapter2_Title" }, + + { "d1_trainstation_", "#HL2_Chapter1_Title" }, + + { "d1_canals_06", "#HL2_Chapter4_Title" }, + { "d1_canals_07", "#HL2_Chapter4_Title" }, + { "d1_canals_08", "#HL2_Chapter4_Title" }, + { "d1_canals_09", "#HL2_Chapter4_Title" }, + { "d1_canals_1", "#HL2_Chapter4_Title" }, + + { "d1_canals_0", "#HL2_Chapter3_Title" }, + + { "d1_eli_", "#HL2_Chapter5_Title" }, + + { "d1_town_", "#HL2_Chapter6_Title" }, + + { "d2_coast_09", "#HL2_Chapter8_Title" }, + { "d2_coast_1", "#HL2_Chapter8_Title" }, + { "d2_prison_01", "#HL2_Chapter8_Title" }, + + { "d2_coast_", "#HL2_Chapter7_Title" }, + + { "d2_prison_06", "#HL2_Chapter9a_Title" }, + { "d2_prison_07", "#HL2_Chapter9a_Title" }, + { "d2_prison_08", "#HL2_Chapter9a_Title" }, + + { "d2_prison_", "#HL2_Chapter9_Title" }, + + { "d3_c17_01", "#HL2_Chapter9a_Title" }, + { "d3_c17_09", "#HL2_Chapter11_Title" }, + { "d3_c17_1", "#HL2_Chapter11_Title" }, + + { "d3_c17_", "#HL2_Chapter10_Title" }, + + { "d3_citadel_", "#HL2_Chapter12_Title" }, + + { "d3_breen_", "#HL2_Chapter13_Title" }, + { "credits", "#HL2_Chapter14_Title" }, + + { "ep1_citadel_00", "#episodic_Chapter1_Title" }, + { "ep1_citadel_01", "#episodic_Chapter1_Title" }, + { "ep1_citadel_02b", "#episodic_Chapter1_Title" }, + { "ep1_citadel_02", "#episodic_Chapter1_Title" }, + { "ep1_citadel_03", "#episodic_Chapter2_Title" }, + { "ep1_citadel_04", "#episodic_Chapter2_Title" }, + { "ep1_c17_00a", "#episodic_Chapter3_Title" }, + { "ep1_c17_00", "#episodic_Chapter3_Title" }, + { "ep1_c17_01", "#episodic_Chapter4_Title" }, + { "ep1_c17_02b", "#episodic_Chapter4_Title" }, + { "ep1_c17_02", "#episodic_Chapter4_Title" }, + { "ep1_c17_05", "#episodic_Chapter5_Title" }, + { "ep1_c17_06", "#episodic_Chapter5_Title" }, + + { "ep2_outland_01a", "#ep2_Chapter1_Title" }, + { "ep2_outland_01", "#ep2_Chapter1_Title" }, + { "ep2_outland_02", "#ep2_Chapter2_Title" }, + { "ep2_outland_03", "#ep2_Chapter2_Title" }, + { "ep2_outland_04", "#ep2_Chapter2_Title" }, + { "ep2_outland_05", "#ep2_Chapter3_Title" }, + + { "ep2_outland_06a", "#ep2_Chapter4_Title" }, + { "ep2_outland_06", "#ep2_Chapter3_Title" }, + + { "ep2_outland_07", "#ep2_Chapter4_Title" }, + { "ep2_outland_08", "#ep2_Chapter4_Title" }, + { "ep2_outland_09", "#ep2_Chapter5_Title" }, + + { "ep2_outland_10a", "#ep2_Chapter5_Title" }, + { "ep2_outland_10", "#ep2_Chapter5_Title" }, + + { "ep2_outland_11a", "#ep2_Chapter6_Title" }, + { "ep2_outland_11", "#ep2_Chapter6_Title" }, + + { "ep2_outland_12a", "#ep2_Chapter7_Title" }, + { "ep2_outland_12", "#ep2_Chapter6_Title" }, +#endif +}; + +#ifdef _XBOX +void CServerGameDLL::GetTitleName( const char *pMapName, char* pTitleBuff, int titleBuffSize ) +{ + // Try to find a matching title comment for this mapname + for ( int i = 0; i < ARRAYSIZE(gTitleComments); i++ ) + { + if ( !Q_strnicmp( pMapName, gTitleComments[i].pBSPName, strlen(gTitleComments[i].pBSPName) ) ) + { + Q_strncpy( pTitleBuff, gTitleComments[i].pTitleName, titleBuffSize ); + return; + } + } + Q_strncpy( pTitleBuff, pMapName, titleBuffSize ); +} +#endif + +void CServerGameDLL::GetSaveComment( char *text, int maxlength, float flMinutes, float flSeconds, bool bNoTime ) +{ + char comment[64]; + const char *pName; + int i; + + char const *mapname = STRING( gpGlobals->mapname ); + + pName = NULL; + + // Try to find a matching title comment for this mapname + for ( i = 0; i < ARRAYSIZE(gTitleComments) && !pName; i++ ) + { + if ( !Q_strnicmp( mapname, gTitleComments[i].pBSPName, strlen(gTitleComments[i].pBSPName) ) ) + { + // found one + int j; + + // Got a message, post-process it to be save name friendly + Q_strncpy( comment, gTitleComments[i].pTitleName, sizeof( comment ) ); + pName = comment; + j = 0; + // Strip out CRs + while ( j < 64 && comment[j] ) + { + if ( comment[j] == '\n' || comment[j] == '\r' ) + comment[j] = 0; + else + j++; + } + break; + } + } + + // If we didn't get one, use the designer's map name, or the BSP name itself + if ( !pName ) + { + pName = mapname; + } + + if ( bNoTime ) + { + Q_snprintf( text, maxlength, "%-64.64s", pName ); + } + else + { + int minutes = flMinutes; + int seconds = flSeconds; + + // Wow, this guy/gal must suck...! + if ( minutes >= 1000 ) + { + minutes = 999; + seconds = 59; + } + + int minutesAdd = ( seconds / 60 ); + seconds %= 60; + + // add the elapsed time at the end of the comment, for the ui to parse out + Q_snprintf( text, maxlength, "%-64.64s %03d:%02d", pName, (minutes + minutesAdd), seconds ); + } +} + +void CServerGameDLL::WriteSaveHeaders( CSaveRestoreData *s ) +{ + CSave saveHelper( s ); + g_pGameSaveRestoreBlockSet->WriteSaveHeaders( &saveHelper ); + g_pGameSaveRestoreBlockSet->PostSave(); +} + +void CServerGameDLL::ReadRestoreHeaders( CSaveRestoreData *s ) +{ + CRestore restoreHelper( s ); + g_pGameSaveRestoreBlockSet->PreRestore(); + g_pGameSaveRestoreBlockSet->ReadRestoreHeaders( &restoreHelper ); +} + +void CServerGameDLL::PreSaveGameLoaded( char const *pSaveName, bool bInGame ) +{ + gamestats->Event_PreSaveGameLoaded( pSaveName, bInGame ); +} + +//----------------------------------------------------------------------------- +// Purpose: Returns true if the game DLL wants the server not to be made public. +// Used by commentary system to hide multiplayer commentary servers from the master. +//----------------------------------------------------------------------------- +bool CServerGameDLL::ShouldHideServer( void ) +{ + if ( g_pcv_commentary && g_pcv_commentary->GetBool() ) + return true; + + if ( g_pcv_hideServer && g_pcv_hideServer->GetBool() ) + return true; + + if ( gpGlobals->eLoadType == MapLoad_Background ) + return true; + + #if defined( TF_DLL ) + if ( GTFGCClientSystem()->ShouldHideServer() ) + return true; + #endif + return false; +} + +//----------------------------------------------------------------------------- +// +//----------------------------------------------------------------------------- +void CServerGameDLL::InvalidateMdlCache() +{ + CBaseAnimating *pAnimating; + for ( CBaseEntity *pEntity = gEntList.FirstEnt(); pEntity != NULL; pEntity = gEntList.NextEnt(pEntity) ) + { + pAnimating = dynamic_cast<CBaseAnimating *>(pEntity); + if ( pAnimating ) + { + pAnimating->InvalidateMdlCache(); + } + } +} + +// interface to the new GC based lobby system +IServerGCLobby *CServerGameDLL::GetServerGCLobby() +{ +#ifdef TF_DLL + return GTFGCClientSystem(); +#else + return NULL; +#endif +} + + +void CServerGameDLL::SetServerHibernation( bool bHibernating ) +{ + m_bIsHibernating = bHibernating; + +#ifdef INFESTED_DLL + if ( engine && engine->IsDedicatedServer() && m_bIsHibernating && ASWGameRules() ) + { + ASWGameRules()->OnServerHibernating(); + } +#endif + +#ifdef TF_DLL + GTFGCClientSystem()->SetHibernation( bHibernating ); +#endif +} + +const char *CServerGameDLL::GetServerBrowserMapOverride() +{ +#ifdef TF_DLL + if ( TFGameRules() && TFGameRules()->IsMannVsMachineMode() && g_pPopulationManager && g_pPopulationManager->GetPopulationFilenameShort() != '\0' ) + { + return g_pPopulationManager->GetPopulationFilenameShort(); + } +#endif + return NULL; +} + +const char *CServerGameDLL::GetServerBrowserGameData() +{ + CUtlString sResult; + +#ifdef TF_DLL + sResult.Format( "tf_mm_trusted:%d,tf_mm_servermode:%d", tf_mm_trusted.GetInt(), tf_mm_servermode.GetInt() ); + + CTFLobby *pLobby = GTFGCClientSystem()->GetLobby(); + if ( pLobby == NULL ) + { + sResult.Append( ",lobby:0" ); + } + else + { + sResult.Append( CFmtStr( ",lobby:%016llx", pLobby->GetGroupID() ) ); + } + if ( TFGameRules() && TFGameRules()->IsMannVsMachineMode() ) + { + sResult.Append( CFmtStr( ",mannup:%d", ( pLobby && pLobby->GetPlayingForBraggingRights() ) ? 1 : 0 ) ); + } +#endif + + static char rchResult[2048]; + V_strcpy_safe( rchResult, sResult ); + return rchResult; +} + +//----------------------------------------------------------------------------- +// Purpose: Called during a transition, to build a map adjacency list +//----------------------------------------------------------------------------- +void CServerGameDLL::BuildAdjacentMapList( void ) +{ + // retrieve the pointer to the save data + CSaveRestoreData *pSaveData = gpGlobals->pSaveData; + + if ( pSaveData ) + pSaveData->levelInfo.connectionCount = BuildChangeList( pSaveData->levelInfo.levelList, MAX_LEVEL_CONNECTIONS ); +} + +//----------------------------------------------------------------------------- +// Purpose: Sanity-check to verify that a path is a relative path inside the game dir +// Taken From: engine/cmd.cpp +//----------------------------------------------------------------------------- +static bool IsValidPath( const char *pszFilename ) +{ + if ( !pszFilename ) + { + return false; + } + + if ( Q_strlen( pszFilename ) <= 0 || + Q_IsAbsolutePath( pszFilename ) || // to protect absolute paths + Q_strstr( pszFilename, ".." ) ) // to protect relative paths + { + return false; + } + + return true; +} + +static void ValidateMOTDFilename( IConVar *pConVar, const char *oldValue, float flOldValue ) +{ + ConVarRef var( pConVar ); + if ( !IsValidPath( var.GetString() ) ) + { + var.SetValue( var.GetDefault() ); + } +} + +static ConVar motdfile( "motdfile", "motd.txt", 0, "The MOTD file to load.", ValidateMOTDFilename ); +static ConVar motdfile_text( "motdfile_text", "motd_text.txt", 0, "The text-only MOTD file to use for clients that have disabled HTML MOTDs.", ValidateMOTDFilename ); +void CServerGameDLL::LoadMessageOfTheDay() +{ + LoadSpecificMOTDMsg( motdfile, "motd" ); + LoadSpecificMOTDMsg( motdfile_text, "motd_text" ); +} + +void CServerGameDLL::LoadSpecificMOTDMsg( const ConVar &convar, const char *pszStringName ) +{ +#ifndef _XBOX + CUtlBuffer buf; + + // Generate preferred filename, which is in the cfg folder. + char szPreferredFilename[ MAX_PATH ]; + V_sprintf_safe( szPreferredFilename, "cfg/%s", convar.GetString() ); + + // Check the preferred filename first + char szResolvedFilename[ MAX_PATH ]; + V_strcpy_safe( szResolvedFilename, szPreferredFilename ); + bool bFound = filesystem->ReadFile( szResolvedFilename, "GAME", buf ); + + // Not found? Try in the root, which is the old place it used to go. + if ( !bFound ) + { + + V_strcpy_safe( szResolvedFilename, convar.GetString() ); + bFound = filesystem->ReadFile( szResolvedFilename, "GAME", buf ); + } + + // Still not found? See if we can try the default. + if ( !bFound && !V_stricmp( convar.GetString(), convar.GetDefault() ) ) + { + V_strcpy_safe( szResolvedFilename, szPreferredFilename ); + char *dotTxt = V_stristr( szResolvedFilename, ".txt" ); + Assert ( dotTxt != NULL ); + if ( dotTxt ) V_strcpy( dotTxt, "_default.txt" ); + bFound = filesystem->ReadFile( szResolvedFilename, "GAME", buf ); + } + + if ( !bFound ) + { + Msg( "'%s' not found; not loaded\n", szPreferredFilename ); + return; + } + + if ( buf.TellPut() > 2048 ) + { + Warning("'%s' is too big; not loaded\n", szResolvedFilename ); + return; + } + buf.PutChar( '\0' ); + + if ( V_stricmp( szPreferredFilename, szResolvedFilename ) == 0) + { + Msg( "Set %s from file '%s'\n", pszStringName, szResolvedFilename ); + } + else + { + Msg( "Set %s from file '%s'. ('%s' was not found.)\n", pszStringName, szResolvedFilename, szPreferredFilename ); + } + + g_pStringTableInfoPanel->AddString( CBaseEntity::IsServer(), pszStringName, buf.TellPut(), buf.Base() ); +#endif +} + +// keeps track of which chapters the user has unlocked +ConVar sv_unlockedchapters( "sv_unlockedchapters", "1", FCVAR_ARCHIVE | FCVAR_ARCHIVE_XBOX ); + +//----------------------------------------------------------------------------- +// Purpose: Updates which chapters are unlocked +//----------------------------------------------------------------------------- +void UpdateChapterRestrictions( const char *mapname ) +{ + // look at the chapter for this map + char chapterTitle[64]; + chapterTitle[0] = 0; + for ( int i = 0; i < ARRAYSIZE(gTitleComments); i++ ) + { + if ( !Q_strnicmp( mapname, gTitleComments[i].pBSPName, strlen(gTitleComments[i].pBSPName) ) ) + { + // found + Q_strncpy( chapterTitle, gTitleComments[i].pTitleName, sizeof( chapterTitle ) ); + int j = 0; + while ( j < 64 && chapterTitle[j] ) + { + if ( chapterTitle[j] == '\n' || chapterTitle[j] == '\r' ) + chapterTitle[j] = 0; + else + j++; + } + + break; + } + } + + if ( !chapterTitle[0] ) + return; + + // make sure the specified chapter title is unlocked + strlwr( chapterTitle ); + + // Get our active mod directory name + char modDir[MAX_PATH]; + if ( UTIL_GetModDir( modDir, sizeof(modDir) ) == false ) + return; + + char chapterNumberPrefix[64]; + Q_snprintf(chapterNumberPrefix, sizeof(chapterNumberPrefix), "#%s_chapter", modDir); + + const char *newChapterNumber = strstr( chapterTitle, chapterNumberPrefix ); + if ( newChapterNumber ) + { + // cut off the front + newChapterNumber += strlen( chapterNumberPrefix ); + char newChapter[32]; + Q_strncpy( newChapter, newChapterNumber, sizeof(newChapter) ); + + // cut off the end + char *end = strstr( newChapter, "_title" ); + if ( end ) + { + *end = 0; + } + + int nNewChapter = atoi( newChapter ); + + // HACK: HL2 added a zany chapter "9a" which wreaks + // havoc in this stupid atoi-based chapter code. + if ( !Q_stricmp( modDir, "hl2" ) ) + { + if ( !Q_stricmp( newChapter, "9a" ) ) + { + nNewChapter = 10; + } + else if ( nNewChapter > 9 ) + { + nNewChapter++; + } + } + + // ok we have the string, see if it's newer + const char *unlockedChapter = sv_unlockedchapters.GetString(); + int nUnlockedChapter = atoi( unlockedChapter ); + + if ( nUnlockedChapter < nNewChapter ) + { + // ok we're at a higher chapter, unlock + sv_unlockedchapters.SetValue( nNewChapter ); + + // HACK: Call up through a better function than this? 7/23/07 - jdw + if ( IsX360() ) + { + engine->ServerCommand( "host_writeconfig\n" ); + } + } + + g_nCurrentChapterIndex = nNewChapter; + } +} + +//----------------------------------------------------------------------------- +// Purpose: Update xbox live data for the user's presence +//----------------------------------------------------------------------------- +void UpdateRichPresence ( void ) +{ + // This assumes we're playing a single player game + Assert ( gpGlobals->maxClients == 1 ); + + // Shouldn't get here unless we're playing a map and we've updated sv_unlockedchapters + Assert ( g_nCurrentChapterIndex >= 0 ); + + // Get our active mod directory name + char modDir[MAX_PATH]; + if ( UTIL_GetModDir( modDir, sizeof(modDir) ) == false ) + return; + + // Get presence data based on the game we're playing + uint iGameID, iChapterIndex, iChapterID, iGamePresenceID; + iGameID = iChapterIndex = iChapterID = iGamePresenceID = 0; + if ( Q_stristr( modDir, "hl2" ) ) + { + iGameID = CONTEXT_GAME_GAME_HALF_LIFE_2; + iChapterID = CONTEXT_CHAPTER_HL2; + iChapterIndex = g_nCurrentChapterIndex - 1; + iGamePresenceID = CONTEXT_PRESENCE_HL2_INGAME; + } + else if ( Q_stristr( modDir, "episodic" ) ) + { + iGameID = CONTEXT_GAME_GAME_EPISODE_ONE; + iChapterID = CONTEXT_CHAPTER_EP1; + iChapterIndex = g_nCurrentChapterIndex - 1; + iGamePresenceID = CONTEXT_PRESENCE_EP1_INGAME; + } + else if ( Q_stristr( modDir, "ep2" ) ) + { + iGameID = CONTEXT_GAME_GAME_EPISODE_TWO; + iChapterID = CONTEXT_CHAPTER_EP2; + iChapterIndex = g_nCurrentChapterIndex - 1; + iGamePresenceID = CONTEXT_PRESENCE_EP2_INGAME; + } + else if ( Q_stristr( modDir, "portal" ) ) + { + iGameID = CONTEXT_GAME_GAME_PORTAL; + iChapterID = CONTEXT_CHAPTER_PORTAL; + iChapterIndex = g_nCurrentChapterIndex - 1; + iGamePresenceID = CONTEXT_PRESENCE_PORTAL_INGAME; + } + else + { + Warning( "UpdateRichPresence failed in GameInterface. Didn't recognize -game parameter." ); + } + +#if defined( _X360 ) + + // Set chapter context based on mapname + if ( !xboxsystem->UserSetContext( XBX_GetPrimaryUserId(), iChapterID, iChapterIndex, true ) ) + { + Warning( "GameInterface: UserSetContext failed.\n" ); + } + + if ( commentary.GetBool() ) + { + // Set presence to show the user is playing developer commentary + if ( !xboxsystem->UserSetContext( XBX_GetPrimaryUserId(), X_CONTEXT_PRESENCE, CONTEXT_PRESENCE_COMMENTARY, true ) ) + { + Warning( "GameInterface: UserSetContext failed.\n" ); + } + } + else + { + // Set presence to show the user is in-game + if ( !xboxsystem->UserSetContext( XBX_GetPrimaryUserId(), X_CONTEXT_PRESENCE, iGamePresenceID, true ) ) + { + Warning( "GameInterface: UserSetContext failed.\n" ); + } + } + + // Set which game the user is playing + if ( !xboxsystem->UserSetContext( XBX_GetPrimaryUserId(), CONTEXT_GAME, iGameID, true ) ) + { + Warning( "GameInterface: UserSetContext failed.\n" ); + } + + if ( !xboxsystem->UserSetContext( XBX_GetPrimaryUserId(), X_CONTEXT_GAME_TYPE, X_CONTEXT_GAME_TYPE_STANDARD, true ) ) + { + Warning( "GameInterface: UserSetContext failed.\n" ); + } + + if ( !xboxsystem->UserSetContext( XBX_GetPrimaryUserId(), X_CONTEXT_GAME_MODE, CONTEXT_GAME_MODE_SINGLEPLAYER, true ) ) + { + Warning( "GameInterface: UserSetContext failed.\n" ); + } +#endif +} + +//----------------------------------------------------------------------------- +// Precaches a vgui screen overlay material +//----------------------------------------------------------------------------- +void PrecacheMaterial( const char *pMaterialName ) +{ + Assert( pMaterialName && pMaterialName[0] ); + g_pStringTableMaterials->AddString( CBaseEntity::IsServer(), pMaterialName ); +} + + +//----------------------------------------------------------------------------- +// Converts a previously precached material into an index +//----------------------------------------------------------------------------- +int GetMaterialIndex( const char *pMaterialName ) +{ + if (pMaterialName) + { + int nIndex = g_pStringTableMaterials->FindStringIndex( pMaterialName ); + + if (nIndex != INVALID_STRING_INDEX ) + { + return nIndex; + } + else + { + DevMsg("Warning! GetMaterialIndex: couldn't find material %s\n ", pMaterialName ); + return 0; + } + } + + // This is the invalid string index + return 0; +} + +//----------------------------------------------------------------------------- +// Converts a previously precached material index into a string +//----------------------------------------------------------------------------- +const char *GetMaterialNameFromIndex( int nMaterialIndex ) +{ + return g_pStringTableMaterials->GetString( nMaterialIndex ); +} + + +//----------------------------------------------------------------------------- +// Precaches a vgui screen overlay material +//----------------------------------------------------------------------------- +void PrecacheParticleSystem( const char *pParticleSystemName ) +{ + Assert( pParticleSystemName && pParticleSystemName[0] ); + g_pStringTableParticleEffectNames->AddString( CBaseEntity::IsServer(), pParticleSystemName ); +} + + +//----------------------------------------------------------------------------- +// Converts a previously precached material into an index +//----------------------------------------------------------------------------- +int GetParticleSystemIndex( const char *pParticleSystemName ) +{ + if ( pParticleSystemName ) + { + int nIndex = g_pStringTableParticleEffectNames->FindStringIndex( pParticleSystemName ); + if (nIndex != INVALID_STRING_INDEX ) + return nIndex; + + DevWarning("Server: Missing precache for particle system \"%s\"!\n", pParticleSystemName ); + } + + // This is the invalid string index + return 0; +} + +//----------------------------------------------------------------------------- +// Converts a previously precached material index into a string +//----------------------------------------------------------------------------- +const char *GetParticleSystemNameFromIndex( int nMaterialIndex ) +{ + if ( nMaterialIndex < g_pStringTableParticleEffectNames->GetMaxStrings() ) + return g_pStringTableParticleEffectNames->GetString( nMaterialIndex ); + return "error"; +} + +//----------------------------------------------------------------------------- +// Returns true if host_thread_mode is set to non-zero (and engine is running in threaded mode) +//----------------------------------------------------------------------------- +bool IsEngineThreaded() +{ + if ( g_pcv_ThreadMode ) + { + return g_pcv_ThreadMode->GetBool(); + } + return false; +} + +class CServerGameEnts : public IServerGameEnts +{ +public: + virtual void SetDebugEdictBase(edict_t *base); + virtual void MarkEntitiesAsTouching( edict_t *e1, edict_t *e2 ); + virtual void FreeContainingEntity( edict_t * ); + virtual edict_t* BaseEntityToEdict( CBaseEntity *pEnt ); + virtual CBaseEntity* EdictToBaseEntity( edict_t *pEdict ); + virtual void CheckTransmit( CCheckTransmitInfo *pInfo, const unsigned short *pEdictIndices, int nEdicts ); +}; +EXPOSE_SINGLE_INTERFACE(CServerGameEnts, IServerGameEnts, INTERFACEVERSION_SERVERGAMEENTS); + +void CServerGameEnts::SetDebugEdictBase(edict_t *base) +{ + g_pDebugEdictBase = base; +} + +//----------------------------------------------------------------------------- +// Purpose: Marks entities as touching +// Input : *e1 - +// *e2 - +//----------------------------------------------------------------------------- +void CServerGameEnts::MarkEntitiesAsTouching( edict_t *e1, edict_t *e2 ) +{ + CBaseEntity *entity = GetContainingEntity( e1 ); + CBaseEntity *entityTouched = GetContainingEntity( e2 ); + if ( entity && entityTouched ) + { + // HACKHACK: UNDONE: Pass in the trace here??!?!? + trace_t tr; + UTIL_ClearTrace( tr ); + tr.endpos = (entity->GetAbsOrigin() + entityTouched->GetAbsOrigin()) * 0.5; + entity->PhysicsMarkEntitiesAsTouching( entityTouched, tr ); + } +} + +void CServerGameEnts::FreeContainingEntity( edict_t *e ) +{ + ::FreeContainingEntity(e); +} + +edict_t* CServerGameEnts::BaseEntityToEdict( CBaseEntity *pEnt ) +{ + if ( pEnt ) + return pEnt->edict(); + else + return NULL; +} + +CBaseEntity* CServerGameEnts::EdictToBaseEntity( edict_t *pEdict ) +{ + if ( pEdict ) + return CBaseEntity::Instance( pEdict ); + else + return NULL; +} + + +/* Yuck.. ideally this would be in CServerNetworkProperty's header, but it requires CBaseEntity and +// inlining it gives a nice speedup. +inline void CServerNetworkProperty::CheckTransmit( CCheckTransmitInfo *pInfo ) +{ + // If we have a transmit proxy, let it hook our ShouldTransmit return value. + if ( m_pTransmitProxy ) + { + nShouldTransmit = m_pTransmitProxy->ShouldTransmit( pInfo, nShouldTransmit ); + } + + if ( m_pOuter->ShouldTransmit( pInfo ) ) + { + m_pOuter->SetTransmit( pInfo ); + } +} */ + +void CServerGameEnts::CheckTransmit( CCheckTransmitInfo *pInfo, const unsigned short *pEdictIndices, int nEdicts ) +{ + // NOTE: for speed's sake, this assumes that all networkables are CBaseEntities and that the edict list + // is consecutive in memory. If either of these things change, then this routine needs to change, but + // ideally we won't be calling any virtual from this routine. This speedy routine was added as an + // optimization which would be nice to keep. + edict_t *pBaseEdict = engine->PEntityOfEntIndex( 0 ); + + // get recipient player's skybox: + CBaseEntity *pRecipientEntity = CBaseEntity::Instance( pInfo->m_pClientEnt ); + + Assert( pRecipientEntity && pRecipientEntity->IsPlayer() ); + if ( !pRecipientEntity ) + return; + + MDLCACHE_CRITICAL_SECTION(); + CBasePlayer *pRecipientPlayer = static_cast<CBasePlayer*>( pRecipientEntity ); + const int skyBoxArea = pRecipientPlayer->m_Local.m_skybox3d.area; + +#ifndef _X360 + const bool bIsHLTV = pRecipientPlayer->IsHLTV(); + const bool bIsReplay = pRecipientPlayer->IsReplay(); + + // m_pTransmitAlways must be set if HLTV client + Assert( bIsHLTV == ( pInfo->m_pTransmitAlways != NULL) || + bIsReplay == ( pInfo->m_pTransmitAlways != NULL) ); +#endif + + for ( int i=0; i < nEdicts; i++ ) + { + int iEdict = pEdictIndices[i]; + + edict_t *pEdict = &pBaseEdict[iEdict]; + Assert( pEdict == engine->PEntityOfEntIndex( iEdict ) ); + int nFlags = pEdict->m_fStateFlags & (FL_EDICT_DONTSEND|FL_EDICT_ALWAYS|FL_EDICT_PVSCHECK|FL_EDICT_FULLCHECK); + + // entity needs no transmit + if ( nFlags & FL_EDICT_DONTSEND ) + continue; + + // entity is already marked for sending + if ( pInfo->m_pTransmitEdict->Get( iEdict ) ) + continue; + + if ( nFlags & FL_EDICT_ALWAYS ) + { + // FIXME: Hey! Shouldn't this be using SetTransmit so as + // to also force network down dependent entities? + while ( true ) + { + // mark entity for sending + pInfo->m_pTransmitEdict->Set( iEdict ); + +#ifndef _X360 + if ( bIsHLTV || bIsReplay ) + { + pInfo->m_pTransmitAlways->Set( iEdict ); + } +#endif + CServerNetworkProperty *pEnt = static_cast<CServerNetworkProperty*>( pEdict->GetNetworkable() ); + if ( !pEnt ) + break; + + CServerNetworkProperty *pParent = pEnt->GetNetworkParent(); + if ( !pParent ) + break; + + pEdict = pParent->edict(); + iEdict = pParent->entindex(); + } + continue; + } + + // FIXME: Would like to remove all dependencies + CBaseEntity *pEnt = ( CBaseEntity * )pEdict->GetUnknown(); + Assert( dynamic_cast< CBaseEntity* >( pEdict->GetUnknown() ) == pEnt ); + + if ( nFlags == FL_EDICT_FULLCHECK ) + { + // do a full ShouldTransmit() check, may return FL_EDICT_CHECKPVS + nFlags = pEnt->ShouldTransmit( pInfo ); + + Assert( !(nFlags & FL_EDICT_FULLCHECK) ); + + if ( nFlags & FL_EDICT_ALWAYS ) + { + pEnt->SetTransmit( pInfo, true ); + continue; + } + } + + // don't send this entity + if ( !( nFlags & FL_EDICT_PVSCHECK ) ) + continue; + + CServerNetworkProperty *netProp = static_cast<CServerNetworkProperty*>( pEdict->GetNetworkable() ); + +#ifndef _X360 + if ( bIsHLTV || bIsReplay ) + { + // for the HLTV/Replay we don't cull against PVS + if ( netProp->AreaNum() == skyBoxArea ) + { + pEnt->SetTransmit( pInfo, true ); + } + else + { + pEnt->SetTransmit( pInfo, false ); + } + continue; + } +#endif + + // Always send entities in the player's 3d skybox. + // Sidenote: call of AreaNum() ensures that PVS data is up to date for this entity + bool bSameAreaAsSky = netProp->AreaNum() == skyBoxArea; + if ( bSameAreaAsSky ) + { + pEnt->SetTransmit( pInfo, true ); + continue; + } + + bool bInPVS = netProp->IsInPVS( pInfo ); + if ( bInPVS || sv_force_transmit_ents.GetBool() ) + { + // only send if entity is in PVS + pEnt->SetTransmit( pInfo, false ); + continue; + } + + // If the entity is marked "check PVS" but it's in hierarchy, walk up the hierarchy looking for the + // for any parent which is also in the PVS. If none are found, then we don't need to worry about sending ourself + CBaseEntity *orig = pEnt; + CServerNetworkProperty *check = netProp->GetNetworkParent(); + + // BUG BUG: I think it might be better to build up a list of edict indices which "depend" on other answers and then + // resolve them in a second pass. Not sure what happens if an entity has two parents who both request PVS check? + while ( check ) + { + int checkIndex = check->entindex(); + + // Parent already being sent + if ( pInfo->m_pTransmitEdict->Get( checkIndex ) ) + { + orig->SetTransmit( pInfo, true ); + break; + } + + edict_t *checkEdict = check->edict(); + int checkFlags = checkEdict->m_fStateFlags & (FL_EDICT_DONTSEND|FL_EDICT_ALWAYS|FL_EDICT_PVSCHECK|FL_EDICT_FULLCHECK); + if ( checkFlags & FL_EDICT_DONTSEND ) + break; + + if ( checkFlags & FL_EDICT_ALWAYS ) + { + orig->SetTransmit( pInfo, true ); + break; + } + + if ( checkFlags == FL_EDICT_FULLCHECK ) + { + // do a full ShouldTransmit() check, may return FL_EDICT_CHECKPVS + CBaseEntity *pCheckEntity = check->GetBaseEntity(); + nFlags = pCheckEntity->ShouldTransmit( pInfo ); + Assert( !(nFlags & FL_EDICT_FULLCHECK) ); + if ( nFlags & FL_EDICT_ALWAYS ) + { + pCheckEntity->SetTransmit( pInfo, true ); + orig->SetTransmit( pInfo, true ); + } + break; + } + + if ( checkFlags & FL_EDICT_PVSCHECK ) + { + // Check pvs + check->RecomputePVSInformation(); + bool bMoveParentInPVS = check->IsInPVS( pInfo ); + if ( bMoveParentInPVS ) + { + orig->SetTransmit( pInfo, true ); + break; + } + } + + // Continue up chain just in case the parent itself has a parent that's in the PVS... + check = check->GetNetworkParent(); + } + } + +// Msg("A:%i, N:%i, F: %i, P: %i\n", always, dontSend, fullCheck, PVS ); +} + + +CServerGameClients g_ServerGameClients; +// INTERFACEVERSION_SERVERGAMECLIENTS_VERSION_3 is compatible with the latest since we're only adding things to the end, so expose that as well. +EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CServerGameClients, IServerGameClients003, INTERFACEVERSION_SERVERGAMECLIENTS_VERSION_3, g_ServerGameClients ); +EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CServerGameClients, IServerGameClients, INTERFACEVERSION_SERVERGAMECLIENTS, g_ServerGameClients ); + + +//----------------------------------------------------------------------------- +// Purpose: called when a player tries to connect to the server +// Input : *pEdict - the new player +// char *pszName - the players name +// char *pszAddress - the IP address of the player +// reject - output - fill in with the reason why +// maxrejectlen -- sizeof output buffer +// the player was not allowed to connect. +// Output : Returns TRUE if player is allowed to join, FALSE if connection is denied. +//----------------------------------------------------------------------------- +bool CServerGameClients::ClientConnect( edict_t *pEdict, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen ) +{ + if ( !g_pGameRules ) + return false; + + return g_pGameRules->ClientConnected( pEdict, pszName, pszAddress, reject, maxrejectlen ); +} + +//----------------------------------------------------------------------------- +// Purpose: Called when a player is fully active (i.e. ready to receive messages) +// Input : *pEntity - the player +//----------------------------------------------------------------------------- +void CServerGameClients::ClientActive( edict_t *pEdict, bool bLoadGame ) +{ + MDLCACHE_CRITICAL_SECTION(); + + ::ClientActive( pEdict, bLoadGame ); + + // If we just loaded from a save file, call OnRestore on valid entities + EndRestoreEntities(); + + if ( gpGlobals->eLoadType != MapLoad_LoadGame ) + { + // notify all entities that the player is now in the game + for ( CBaseEntity *pEntity = gEntList.FirstEnt(); pEntity != NULL; pEntity = gEntList.NextEnt(pEntity) ) + { + pEntity->PostClientActive(); + } + } + + // Tell the sound controller to check looping sounds + CBasePlayer *pPlayer = ( CBasePlayer * )CBaseEntity::Instance( pEdict ); + CSoundEnvelopeController::GetController().CheckLoopingSoundsForPlayer( pPlayer ); + SceneManager_ClientActive( pPlayer ); + + #if defined( TF_DLL ) + Assert( pPlayer ); + if ( pPlayer && !pPlayer->IsFakeClient() ) + { + CSteamID steamID; + if ( pPlayer->GetSteamID( &steamID ) ) + { + GTFGCClientSystem()->ClientActive( steamID ); + } + else + { + Log("WARNING: ClientActive, but we don't know his SteamID?\n"); + } + } + #endif +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pPlayer - the player +//----------------------------------------------------------------------------- +void CServerGameClients::ClientSpawned( edict_t *pPlayer ) +{ + if ( g_pGameRules ) + { + g_pGameRules->ClientSpawned( pPlayer ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: called when a player disconnects from a server +// Input : *pEdict - the player +//----------------------------------------------------------------------------- +void CServerGameClients::ClientDisconnect( edict_t *pEdict ) +{ + extern bool g_fGameOver; + + CBasePlayer *player = ( CBasePlayer * )CBaseEntity::Instance( pEdict ); + if ( player ) + { + if ( !g_fGameOver ) + { + player->SetMaxSpeed( 0.0f ); + + CSound *pSound; + pSound = CSoundEnt::SoundPointerForIndex( CSoundEnt::ClientSoundIndex( pEdict ) ); + { + // since this client isn't around to think anymore, reset their sound. + if ( pSound ) + { + pSound->Reset(); + } + } + + // since the edict doesn't get deleted, fix it so it doesn't interfere. + player->RemoveFlag( FL_AIMTARGET ); // don't attract autoaim + player->AddFlag( FL_DONTTOUCH ); // stop it touching anything + player->AddFlag( FL_NOTARGET ); // stop NPCs noticing it + player->AddSolidFlags( FSOLID_NOT_SOLID ); // nonsolid + + if ( g_pGameRules ) + { + g_pGameRules->ClientDisconnected( pEdict ); + gamestats->Event_PlayerDisconnected( player ); + } + } + + // Make sure all Untouch()'s are called for this client leaving + CBaseEntity::PhysicsRemoveTouchedList( player ); + CBaseEntity::PhysicsRemoveGroundList( player ); + +#if !defined( NO_ENTITY_PREDICTION ) + // Make sure anything we "own" is simulated by the server from now on + player->ClearPlayerSimulationList(); +#endif + #if defined( TF_DLL ) + if ( !player->IsFakeClient() ) + { + CSteamID steamID; + if ( player->GetSteamID( &steamID ) ) + { + GTFGCClientSystem()->ClientDisconnected( steamID ); + } + else + { + Log("WARNING: ClientDisconnected, but we don't know his SteamID?\n"); + } + } + #endif + } +} + +void CServerGameClients::ClientPutInServer( edict_t *pEntity, const char *playername ) +{ + if ( g_pClientPutInServerOverride ) + g_pClientPutInServerOverride( pEntity, playername ); + else + ::ClientPutInServer( pEntity, playername ); +} + +void CServerGameClients::ClientCommand( edict_t *pEntity, const CCommand &args ) +{ + CBasePlayer *pPlayer = ToBasePlayer( GetContainingEntity( pEntity ) ); + ::ClientCommand( pPlayer, args ); +} + +//----------------------------------------------------------------------------- +// Purpose: called after the player changes userinfo - gives dll a chance to modify +// it before it gets sent into the rest of the engine-> +// Input : *pEdict - the player +// *infobuffer - their infobuffer +//----------------------------------------------------------------------------- +void CServerGameClients::ClientSettingsChanged( edict_t *pEdict ) +{ + // Is the client spawned yet? + if ( !pEdict->GetUnknown() ) + return; + + CBasePlayer *player = ( CBasePlayer * )CBaseEntity::Instance( pEdict ); + + if ( !player ) + return; + + bool bAllowNetworkingClientSettingsChange = g_pGameRules->IsConnectedUserInfoChangeAllowed( player ); + if ( bAllowNetworkingClientSettingsChange ) + { + +#define QUICKGETCVARVALUE(v) (engine->GetClientConVarValue( player->entindex(), v )) + + // get network setting for prediction & lag compensation + + // Unfortunately, we have to duplicate the code in cdll_bounded_cvars.cpp here because the client + // doesn't send the virtualized value up (because it has no way to know when the virtualized value + // changes). Possible todo: put the responsibility on the bounded cvar to notify the engine when + // its virtualized value has changed. + + player->m_nUpdateRate = Q_atoi( QUICKGETCVARVALUE("cl_updaterate") ); + static const ConVar *pMinUpdateRate = g_pCVar->FindVar( "sv_minupdaterate" ); + static const ConVar *pMaxUpdateRate = g_pCVar->FindVar( "sv_maxupdaterate" ); + if ( pMinUpdateRate && pMaxUpdateRate ) + player->m_nUpdateRate = clamp( player->m_nUpdateRate, (int) pMinUpdateRate->GetFloat(), (int) pMaxUpdateRate->GetFloat() ); + + bool useInterpolation = Q_atoi( QUICKGETCVARVALUE("cl_interpolate") ) != 0; + if ( useInterpolation ) + { + float flLerpRatio = Q_atof( QUICKGETCVARVALUE("cl_interp_ratio") ); + if ( flLerpRatio == 0 ) + flLerpRatio = 1.0f; + float flLerpAmount = Q_atof( QUICKGETCVARVALUE("cl_interp") ); + + static const ConVar *pMin = g_pCVar->FindVar( "sv_client_min_interp_ratio" ); + static const ConVar *pMax = g_pCVar->FindVar( "sv_client_max_interp_ratio" ); + if ( pMin && pMax && pMin->GetFloat() != -1 ) + { + flLerpRatio = clamp( flLerpRatio, pMin->GetFloat(), pMax->GetFloat() ); + } + else + { + if ( flLerpRatio == 0 ) + flLerpRatio = 1.0f; + } + // #define FIXME_INTERP_RATIO + player->m_fLerpTime = MAX( flLerpAmount, flLerpRatio / player->m_nUpdateRate ); + } + else + { + player->m_fLerpTime = 0.0f; + } + +#if !defined( NO_ENTITY_PREDICTION ) + bool usePrediction = Q_atoi( QUICKGETCVARVALUE("cl_predict")) != 0; + + if ( usePrediction ) + { + player->m_bPredictWeapons = Q_atoi( QUICKGETCVARVALUE("cl_predictweapons")) != 0; + player->m_bLagCompensation = Q_atoi( QUICKGETCVARVALUE("cl_lagcompensation")) != 0; + } + else +#endif + { + player->m_bPredictWeapons = false; + player->m_bLagCompensation = false; + } + + +#undef QUICKGETCVARVALUE + } + + g_pGameRules->ClientSettingsChanged( player ); +} + + +#ifdef PORTAL +//----------------------------------------------------------------------------- +// Purpose: Runs CFuncAreaPortalBase::UpdateVisibility on each portal +// Input : pAreaPortal - The Area portal to test for visibility from portals +// Output : int - 1 if any portal needs this area portal open, 0 otherwise. +//----------------------------------------------------------------------------- +int TestAreaPortalVisibilityThroughPortals ( CFuncAreaPortalBase* pAreaPortal, edict_t *pViewEntity, unsigned char *pvs, int pvssize ) +{ + int iPortalCount = CProp_Portal_Shared::AllPortals.Count(); + if( iPortalCount == 0 ) + return 0; + + CProp_Portal **pPortals = CProp_Portal_Shared::AllPortals.Base(); + + for ( int i = 0; i != iPortalCount; ++i ) + { + CProp_Portal* pLocalPortal = pPortals[ i ]; + if ( pLocalPortal && pLocalPortal->m_bActivated ) + { + CProp_Portal* pRemotePortal = pLocalPortal->m_hLinkedPortal.Get(); + + // Make sure this portal's linked portal is in the PVS before we add what it can see + if ( pRemotePortal && pRemotePortal->m_bActivated && pRemotePortal->NetworkProp() && + pRemotePortal->NetworkProp()->IsInPVS( pViewEntity, pvs, pvssize ) ) + { + bool bIsOpenOnClient = true; + float fovDistanceAdjustFactor = 1.0f; + Vector portalOrg = pLocalPortal->GetAbsOrigin(); + int iPortalNeedsThisPortalOpen = pAreaPortal->UpdateVisibility( portalOrg, fovDistanceAdjustFactor, bIsOpenOnClient ); + + // Stop checking on success, this portal needs to be open + if ( iPortalNeedsThisPortalOpen ) + { + return iPortalNeedsThisPortalOpen; + } + } + } + } + + return 0; +} +#endif + +//----------------------------------------------------------------------------- +// Purpose: A client can have a separate "view entity" indicating that his/her view should depend on the origin of that +// view entity. If that's the case, then pViewEntity will be non-NULL and will be used. Otherwise, the current +// entity's origin is used. Either is offset by the m_vecViewOffset to get the eye position. +// From the eye position, we set up the PAS and PVS to use for filtering network messages to the client. At this point, we could +// override the actual PAS or PVS values, or use a different origin. +// NOTE: Do not cache the values of pas and pvs, as they depend on reusable memory in the engine, they are only good for this one frame +// Input : *pViewEntity - +// *pClient - +// **pvs - +// **pas - +//----------------------------------------------------------------------------- +void CServerGameClients::ClientSetupVisibility( edict_t *pViewEntity, edict_t *pClient, unsigned char *pvs, int pvssize ) +{ + Vector org; + + // Reset the PVS!!! + engine->ResetPVS( pvs, pvssize ); + + g_pToolFrameworkServer->PreSetupVisibility(); + + // Find the client's PVS + CBaseEntity *pVE = NULL; + if ( pViewEntity ) + { + pVE = GetContainingEntity( pViewEntity ); + // If we have a viewentity, it overrides the player's origin + if ( pVE ) + { + org = pVE->EyePosition(); + engine->AddOriginToPVS( org ); + } + } + + float fovDistanceAdjustFactor = 1; + + CBasePlayer *pPlayer = ( CBasePlayer * )GetContainingEntity( pClient ); + if ( pPlayer ) + { + org = pPlayer->EyePosition(); + pPlayer->SetupVisibility( pVE, pvs, pvssize ); + UTIL_SetClientVisibilityPVS( pClient, pvs, pvssize ); + fovDistanceAdjustFactor = pPlayer->GetFOVDistanceAdjustFactorForNetworking(); + } + + unsigned char portalBits[MAX_AREA_PORTAL_STATE_BYTES]; + memset( portalBits, 0, sizeof( portalBits ) ); + + int portalNums[512]; + int isOpen[512]; + int iOutPortal = 0; + + for( unsigned short i = g_AreaPortals.Head(); i != g_AreaPortals.InvalidIndex(); i = g_AreaPortals.Next(i) ) + { + CFuncAreaPortalBase *pCur = g_AreaPortals[i]; + + bool bIsOpenOnClient = true; + + // Update our array of which portals are open and flush it if necessary. + portalNums[iOutPortal] = pCur->m_portalNumber; + isOpen[iOutPortal] = pCur->UpdateVisibility( org, fovDistanceAdjustFactor, bIsOpenOnClient ); + +#ifdef PORTAL + // If the client doesn't need this open, test if portals might need this area portal open + if ( isOpen[iOutPortal] == 0 ) + { + isOpen[iOutPortal] = TestAreaPortalVisibilityThroughPortals( pCur, pViewEntity, pvs, pvssize ); + } +#endif + + ++iOutPortal; + if ( iOutPortal >= ARRAYSIZE( portalNums ) ) + { + engine->SetAreaPortalStates( portalNums, isOpen, iOutPortal ); + iOutPortal = 0; + } + + // Version 0 portals (ie: shipping Half-Life 2 era) are always treated as open + // for purposes of the m_chAreaPortalBits array on the client. + if ( pCur->m_iPortalVersion == 0 ) + bIsOpenOnClient = true; + + if ( bIsOpenOnClient ) + { + if ( pCur->m_portalNumber < 0 ) + continue; + else if ( pCur->m_portalNumber >= sizeof( portalBits ) * 8 ) + Error( "ClientSetupVisibility: portal number (%d) too large", pCur->m_portalNumber ); + else + portalBits[pCur->m_portalNumber >> 3] |= (1 << (pCur->m_portalNumber & 7)); + } + } + + // Flush the remaining areaportal states. + engine->SetAreaPortalStates( portalNums, isOpen, iOutPortal ); + + // Update the area bits that get sent to the client. + pPlayer->m_Local.UpdateAreaBits( pPlayer, portalBits ); + +#ifdef PORTAL + // *After* the player's view has updated its area bits, add on any other areas seen by portals + CPortal_Player* pPortalPlayer = dynamic_cast<CPortal_Player*>( pPlayer ); + if ( pPortalPlayer ) + { + pPortalPlayer->UpdatePortalViewAreaBits( pvs, pvssize ); + } +#endif //PORTAL +} + + + + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *player - +// *buf - +// numcmds - +// totalcmds - +// dropped_packets - +// ignore - +// paused - +// Output : float +//----------------------------------------------------------------------------- +#define CMD_MAXBACKUP 64 + +float CServerGameClients::ProcessUsercmds( edict_t *player, bf_read *buf, int numcmds, int totalcmds, + int dropped_packets, bool ignore, bool paused ) +{ + int i; + CUserCmd *from, *to; + + // We track last three command in case we drop some + // packets but get them back. + CUserCmd cmds[ CMD_MAXBACKUP ]; + + CUserCmd cmdNull; // For delta compression + + Assert( numcmds >= 0 ); + Assert( ( totalcmds - numcmds ) >= 0 ); + + CBasePlayer *pPlayer = NULL; + CBaseEntity *pEnt = CBaseEntity::Instance(player); + if ( pEnt && pEnt->IsPlayer() ) + { + pPlayer = static_cast< CBasePlayer * >( pEnt ); + } + // Too many commands? + if ( totalcmds < 0 || totalcmds >= ( CMD_MAXBACKUP - 1 ) ) + { + const char *name = "unknown"; + if ( pPlayer ) + { + name = pPlayer->GetPlayerName(); + } + + Msg("CBasePlayer::ProcessUsercmds: too many cmds %i sent for player %s\n", totalcmds, name ); + // FIXME: Need a way to drop the client from here + //SV_DropClient ( host_client, false, "CMD_MAXBACKUP hit" ); + buf->SetOverflowFlag(); + return 0.0f; + } + + // Initialize for reading delta compressed usercmds + cmdNull.Reset(); + from = &cmdNull; + for ( i = totalcmds - 1; i >= 0; i-- ) + { + to = &cmds[ i ]; + ReadUsercmd( buf, to, from ); + from = to; + } + + // Client not fully connected or server has gone inactive or is paused, just ignore + if ( ignore || !pPlayer ) + { + return 0.0f; + } + + MDLCACHE_CRITICAL_SECTION(); + pPlayer->ProcessUsercmds( cmds, numcmds, totalcmds, dropped_packets, paused ); + + return TICK_INTERVAL; +} + + +void CServerGameClients::PostClientMessagesSent_DEPRECIATED( void ) +{ +} + +// Sets the client index for the client who typed the command into his/her console +void CServerGameClients::SetCommandClient( int index ) +{ + g_nCommandClientIndex = index; +} + +int CServerGameClients::GetReplayDelay( edict_t *pEdict, int &entity ) +{ + CBasePlayer *pPlayer = ( CBasePlayer * )CBaseEntity::Instance( pEdict ); + + if ( !pPlayer ) + return 0; + + entity = pPlayer->GetReplayEntity(); + + return pPlayer->GetDelayTicks(); +} + + +//----------------------------------------------------------------------------- +// The client's userinfo data lump has changed +//----------------------------------------------------------------------------- +void CServerGameClients::ClientEarPosition( edict_t *pEdict, Vector *pEarOrigin ) +{ + CBasePlayer *pPlayer = ( CBasePlayer * )CBaseEntity::Instance( pEdict ); + if (pPlayer) + { + *pEarOrigin = pPlayer->EarPosition(); + } + else + { + // Shouldn't happen + Assert(0); + *pEarOrigin = vec3_origin; + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *player - +// Output : CPlayerState +//----------------------------------------------------------------------------- +CPlayerState *CServerGameClients::GetPlayerState( edict_t *player ) +{ + // Is the client spawned yet? + if ( !player || !player->GetUnknown() ) + return NULL; + + CBasePlayer *pBasePlayer = ( CBasePlayer * )CBaseEntity::Instance( player ); + if ( !pBasePlayer ) + return NULL; + + return &pBasePlayer->pl; +} + +//----------------------------------------------------------------------------- +// Purpose: 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 +// Input : *buf - +// buflen - +//----------------------------------------------------------------------------- +void CServerGameClients::GetBugReportInfo( char *buf, int buflen ) +{ + recentNPCSpeech_t speech[ SPEECH_LIST_MAX_SOUNDS ]; + int num; + int i; + + buf[ 0 ] = 0; + + if ( gpGlobals->maxClients == 1 ) + { + CBaseEntity *ent = FindPickerEntity( UTIL_PlayerByIndex(1) ); + if ( ent ) + { + Q_snprintf( buf, buflen, "Picker %i/%s - ent %s model %s\n", + ent->entindex(), + ent->GetClassname(), + STRING( ent->GetEntityName() ), + STRING( ent->GetModelName() ) ); + } + + // get any sounds that were spoken by NPCs recently + num = GetRecentNPCSpeech( speech ); + if ( num > 0 ) + { + Q_snprintf( buf, buflen, "%sRecent NPC speech:\n", buf ); + for( i = 0; i < num; i++ ) + { + Q_snprintf( buf, buflen, "%s time: %6.3f sound name: %s scene: %s\n", buf, speech[ i ].time, speech[ i ].name, speech[ i ].sceneName ); + } + Q_snprintf( buf, buflen, "%sCurrent time: %6.3f\n", buf, gpGlobals->curtime ); + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: A user has had their network id setup and validated +//----------------------------------------------------------------------------- +void CServerGameClients::NetworkIDValidated( const char *pszUserName, const char *pszNetworkID ) +{ +} + +// The client has submitted a keyvalues command +void CServerGameClients::ClientCommandKeyValues( edict_t *pEntity, KeyValues *pKeyValues ) +{ + if ( !pKeyValues ) + return; + + if ( g_pGameRules ) + { + g_pGameRules->ClientCommandKeyValues( pEntity, pKeyValues ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +static bf_write *g_pMsgBuffer = NULL; + +void EntityMessageBegin( CBaseEntity * entity, bool reliable /*= false*/ ) +{ + Assert( !g_pMsgBuffer ); + + Assert ( entity ); + + g_pMsgBuffer = engine->EntityMessageBegin( entity->entindex(), entity->GetServerClass(), reliable ); +} + +void UserMessageBegin( IRecipientFilter& filter, const char *messagename ) +{ + Assert( !g_pMsgBuffer ); + + Assert( messagename ); + + int msg_type = usermessages->LookupUserMessage( messagename ); + + if ( msg_type == -1 ) + { + Error( "UserMessageBegin: Unregistered message '%s'\n", messagename ); + } + + g_pMsgBuffer = engine->UserMessageBegin( &filter, msg_type ); +} + +void MessageEnd( void ) +{ + Assert( g_pMsgBuffer ); + + engine->MessageEnd(); + + g_pMsgBuffer = NULL; +} + +void MessageWriteByte( int iValue) +{ + if (!g_pMsgBuffer) + Error( "WRITE_BYTE called with no active message\n" ); + + g_pMsgBuffer->WriteByte( iValue ); +} + +void MessageWriteChar( int iValue) +{ + if (!g_pMsgBuffer) + Error( "WRITE_CHAR called with no active message\n" ); + + g_pMsgBuffer->WriteChar( iValue ); +} + +void MessageWriteShort( int iValue) +{ + if (!g_pMsgBuffer) + Error( "WRITE_SHORT called with no active message\n" ); + + g_pMsgBuffer->WriteShort( iValue ); +} + +void MessageWriteWord( int iValue ) +{ + if (!g_pMsgBuffer) + Error( "WRITE_WORD called with no active message\n" ); + + g_pMsgBuffer->WriteWord( iValue ); +} + +void MessageWriteLong( int iValue) +{ + if (!g_pMsgBuffer) + Error( "WriteLong called with no active message\n" ); + + g_pMsgBuffer->WriteLong( iValue ); +} + +void MessageWriteFloat( float flValue) +{ + if (!g_pMsgBuffer) + Error( "WriteFloat called with no active message\n" ); + + g_pMsgBuffer->WriteFloat( flValue ); +} + +void MessageWriteAngle( float flValue) +{ + if (!g_pMsgBuffer) + Error( "WriteAngle called with no active message\n" ); + + g_pMsgBuffer->WriteBitAngle( flValue, 8 ); +} + +void MessageWriteCoord( float flValue) +{ + if (!g_pMsgBuffer) + Error( "WriteCoord called with no active message\n" ); + + g_pMsgBuffer->WriteBitCoord( flValue ); +} + +void MessageWriteVec3Coord( const Vector& rgflValue) +{ + if (!g_pMsgBuffer) + Error( "WriteVec3Coord called with no active message\n" ); + + g_pMsgBuffer->WriteBitVec3Coord( rgflValue ); +} + +void MessageWriteVec3Normal( const Vector& rgflValue) +{ + if (!g_pMsgBuffer) + Error( "WriteVec3Normal called with no active message\n" ); + + g_pMsgBuffer->WriteBitVec3Normal( rgflValue ); +} + +void MessageWriteAngles( const QAngle& rgflValue) +{ + if (!g_pMsgBuffer) + Error( "WriteVec3Normal called with no active message\n" ); + + g_pMsgBuffer->WriteBitAngles( rgflValue ); +} + +void MessageWriteString( const char *sz ) +{ + if (!g_pMsgBuffer) + Error( "WriteString called with no active message\n" ); + + g_pMsgBuffer->WriteString( sz ); +} + +void MessageWriteEntity( int iValue) +{ + if (!g_pMsgBuffer) + Error( "WriteEntity called with no active message\n" ); + + g_pMsgBuffer->WriteShort( iValue ); +} + +void MessageWriteEHandle( CBaseEntity *pEntity ) +{ + if (!g_pMsgBuffer) + Error( "WriteEHandle called with no active message\n" ); + + long iEncodedEHandle; + + if( pEntity ) + { + EHANDLE hEnt = pEntity; + + int iSerialNum = hEnt.GetSerialNumber() & (1 << NUM_NETWORKED_EHANDLE_SERIAL_NUMBER_BITS) - 1; + iEncodedEHandle = hEnt.GetEntryIndex() | (iSerialNum << MAX_EDICT_BITS); + } + else + { + iEncodedEHandle = INVALID_NETWORKED_EHANDLE_VALUE; + } + + g_pMsgBuffer->WriteLong( iEncodedEHandle ); +} + +// bitwise +void MessageWriteBool( bool bValue ) +{ + if (!g_pMsgBuffer) + Error( "WriteBool called with no active message\n" ); + + g_pMsgBuffer->WriteOneBit( bValue ? 1 : 0 ); +} + +void MessageWriteUBitLong( unsigned int data, int numbits ) +{ + if (!g_pMsgBuffer) + Error( "WriteUBitLong called with no active message\n" ); + + g_pMsgBuffer->WriteUBitLong( data, numbits ); +} + +void MessageWriteSBitLong( int data, int numbits ) +{ + if (!g_pMsgBuffer) + Error( "WriteSBitLong called with no active message\n" ); + + g_pMsgBuffer->WriteSBitLong( data, numbits ); +} + +void MessageWriteBits( const void *pIn, int nBits ) +{ + if (!g_pMsgBuffer) + Error( "WriteBits called with no active message\n" ); + + g_pMsgBuffer->WriteBits( pIn, nBits ); +} + +class CServerDLLSharedAppSystems : public IServerDLLSharedAppSystems +{ +public: + CServerDLLSharedAppSystems() + { + AddAppSystem( "soundemittersystem" DLL_EXT_STRING, SOUNDEMITTERSYSTEM_INTERFACE_VERSION ); + AddAppSystem( "scenefilecache" DLL_EXT_STRING, SCENE_FILE_CACHE_INTERFACE_VERSION ); + } + + virtual int Count() + { + return m_Systems.Count(); + } + virtual char const *GetDllName( int idx ) + { + return m_Systems[ idx ].m_pModuleName; + } + virtual char const *GetInterfaceName( int idx ) + { + return m_Systems[ idx ].m_pInterfaceName; + } +private: + void AddAppSystem( char const *moduleName, char const *interfaceName ) + { + AppSystemInfo_t sys; + sys.m_pModuleName = moduleName; + sys.m_pInterfaceName = interfaceName; + m_Systems.AddToTail( sys ); + } + + CUtlVector< AppSystemInfo_t > m_Systems; +}; + +EXPOSE_SINGLE_INTERFACE( CServerDLLSharedAppSystems, IServerDLLSharedAppSystems, SERVER_DLL_SHARED_APPSYSTEMS ); + + +//----------------------------------------------------------------------------- +// +//----------------------------------------------------------------------------- +void CServerGameTags::GetTaggedConVarList( KeyValues *pCvarTagList ) +{ + if ( pCvarTagList && g_pGameRules ) + { + g_pGameRules->GetTaggedConVarList( pCvarTagList ); + } +} + + + +#ifndef NO_STEAM + +CSteamID GetSteamIDForPlayerIndex( int iPlayerIndex ) +{ + const CSteamID *pResult = engine->GetClientSteamIDByPlayerIndex( iPlayerIndex ); + if ( pResult ) + return *pResult; + + // Return a bogus steam ID + return CSteamID(); +} + +#endif |