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/public/eiface.h | |
| 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/public/eiface.h')
| -rw-r--r-- | mp/src/public/eiface.h | 1478 |
1 files changed, 739 insertions, 739 deletions
diff --git a/mp/src/public/eiface.h b/mp/src/public/eiface.h index 821df8d6..2dc83a22 100644 --- a/mp/src/public/eiface.h +++ b/mp/src/public/eiface.h @@ -1,739 +1,739 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//
-//===========================================================================//
-
-#ifndef EIFACE_H
-#define EIFACE_H
-
-#ifdef _WIN32
-#pragma once
-#endif
-
-#include "convar.h"
-#include "icvar.h"
-#include "edict.h"
-#include "mathlib/vplane.h"
-#include "iserverentity.h"
-#include "engine/ivmodelinfo.h"
-#include "soundflags.h"
-#include "bitvec.h"
-#include "engine/iserverplugin.h"
-#include "tier1/bitbuf.h"
-
-//-----------------------------------------------------------------------------
-// forward declarations
-//-----------------------------------------------------------------------------
-class SendTable;
-class ServerClass;
-class IMoveHelper;
-struct Ray_t;
-class CGameTrace;
-typedef CGameTrace trace_t;
-struct typedescription_t;
-class CSaveRestoreData;
-struct datamap_t;
-class SendTable;
-class ServerClass;
-class IMoveHelper;
-struct Ray_t;
-struct studiohdr_t;
-class CBaseEntity;
-class CRestore;
-class CSave;
-class variant_t;
-struct vcollide_t;
-class IRecipientFilter;
-class CBaseEntity;
-class ITraceFilter;
-struct client_textmessage_t;
-class INetChannelInfo;
-class ISpatialPartition;
-class IScratchPad3D;
-class CStandardSendProxies;
-class IAchievementMgr;
-class CGamestatsData;
-class CSteamID;
-class IReplayFactory;
-class IReplaySystem;
-
-typedef struct player_info_s player_info_t;
-
-//-----------------------------------------------------------------------------
-// defines
-//-----------------------------------------------------------------------------
-
-#ifdef _WIN32
-#define DLLEXPORT __stdcall
-#else
-#define DLLEXPORT /* */
-#endif
-
-#define INTERFACEVERSION_VENGINESERVER "VEngineServer021"
-
-struct bbox_t
-{
- Vector mins;
- Vector maxs;
-};
-
-//-----------------------------------------------------------------------------
-// Purpose: Interface the engine exposes to the game DLL
-//-----------------------------------------------------------------------------
-abstract_class IVEngineServer
-{
-public:
- // Tell engine to change level ( "changelevel s1\n" or "changelevel2 s1 s2\n" )
- virtual void ChangeLevel( const char *s1, const char *s2 ) = 0;
-
- // Ask engine whether the specified map is a valid map file (exists and has valid version number).
- virtual int IsMapValid( const char *filename ) = 0;
-
- // Is this a dedicated server?
- virtual bool IsDedicatedServer( void ) = 0;
-
- // Is in Hammer editing mode?
- virtual int IsInEditMode( void ) = 0;
-
- // Add to the server/client lookup/precache table, the specified string is given a unique index
- // NOTE: The indices for PrecacheModel are 1 based
- // a 0 returned from those methods indicates the model or sound was not correctly precached
- // However, generic and decal are 0 based
- // If preload is specified, the file is loaded into the server/client's cache memory before level startup, otherwise
- // it'll only load when actually used (which can cause a disk i/o hitch if it occurs during play of a level).
- virtual int PrecacheModel( const char *s, bool preload = false ) = 0;
- virtual int PrecacheSentenceFile( const char *s, bool preload = false ) = 0;
- virtual int PrecacheDecal( const char *name, bool preload = false ) = 0;
- virtual int PrecacheGeneric( const char *s, bool preload = false ) = 0;
-
- // Check's if the name is precached, but doesn't actually precache the name if not...
- virtual bool IsModelPrecached( char const *s ) const = 0;
- virtual bool IsDecalPrecached( char const *s ) const = 0;
- virtual bool IsGenericPrecached( char const *s ) const = 0;
-
- // Note that sounds are precached using the IEngineSound interface
-
- // Special purpose PVS checking
- // Get the cluster # for the specified position
- virtual int GetClusterForOrigin( const Vector &org ) = 0;
- // Get the PVS bits for a specified cluster and copy the bits into outputpvs. Returns the number of bytes needed to pack the PVS
- virtual int GetPVSForCluster( int cluster, int outputpvslength, unsigned char *outputpvs ) = 0;
- // Check whether the specified origin is inside the specified PVS
- virtual bool CheckOriginInPVS( const Vector &org, const unsigned char *checkpvs, int checkpvssize ) = 0;
- // Check whether the specified worldspace bounding box is inside the specified PVS
- virtual bool CheckBoxInPVS( const Vector &mins, const Vector &maxs, const unsigned char *checkpvs, int checkpvssize ) = 0;
-
- // Returns the server assigned userid for this player. Useful for logging frags, etc.
- // returns -1 if the edict couldn't be found in the list of players.
- virtual int GetPlayerUserId( const edict_t *e ) = 0;
- virtual const char *GetPlayerNetworkIDString( const edict_t *e ) = 0;
-
- // Return the current number of used edict slots
- virtual int GetEntityCount( void ) = 0;
- // Given an edict, returns the entity index
- virtual int IndexOfEdict( const edict_t *pEdict ) = 0;
- // Given and entity index, returns the corresponding edict pointer
- virtual edict_t *PEntityOfEntIndex( int iEntIndex ) = 0;
-
- // Get stats info interface for a client netchannel
- virtual INetChannelInfo* GetPlayerNetInfo( int playerIndex ) = 0;
-
- // Allocate space for string and return index/offset of string in global string list
- // If iForceEdictIndex is not -1, then it will return the edict with that index. If that edict index
- // is already used, it'll return null.
- virtual edict_t *CreateEdict( int iForceEdictIndex = -1 ) = 0;
- // Remove the specified edict and place back into the free edict list
- virtual void RemoveEdict( edict_t *e ) = 0;
-
- // Memory allocation for entity class data
- virtual void *PvAllocEntPrivateData( long cb ) = 0;
- virtual void FreeEntPrivateData( void *pEntity ) = 0;
-
- // Save/restore uses a special memory allocator (which zeroes newly allocated memory, etc.)
- virtual void *SaveAllocMemory( size_t num, size_t size ) = 0;
- virtual void SaveFreeMemory( void *pSaveMem ) = 0;
-
- // Emit an ambient sound associated with the specified entity
- virtual void EmitAmbientSound( int entindex, const Vector &pos, const char *samp, float vol, soundlevel_t soundlevel, int fFlags, int pitch, float delay = 0.0f ) = 0;
-
- // Fade out the client's volume level toward silence (or fadePercent)
- virtual void FadeClientVolume( const edict_t *pEdict, float fadePercent, float fadeOutSeconds, float holdTime, float fadeInSeconds ) = 0;
-
- // Sentences / sentence groups
- virtual int SentenceGroupPick( int groupIndex, char *name, int nameBufLen ) = 0;
- virtual int SentenceGroupPickSequential( int groupIndex, char *name, int nameBufLen, int sentenceIndex, int reset ) = 0;
- virtual int SentenceIndexFromName( const char *pSentenceName ) = 0;
- virtual const char *SentenceNameFromIndex( int sentenceIndex ) = 0;
- virtual int SentenceGroupIndexFromName( const char *pGroupName ) = 0;
- virtual const char *SentenceGroupNameFromIndex( int groupIndex ) = 0;
- virtual float SentenceLength( int sentenceIndex ) = 0;
-
- // Issue a command to the command parser as if it was typed at the server console.
- virtual void ServerCommand( const char *str ) = 0;
- // Execute any commands currently in the command parser immediately (instead of once per frame)
- virtual void ServerExecute( void ) = 0;
- // Issue the specified command to the specified client (mimics that client typing the command at the console).
- virtual void ClientCommand( edict_t *pEdict, PRINTF_FORMAT_STRING const char *szFmt, ... ) = 0;
-
- // Set the lightstyle to the specified value and network the change to any connected clients. Note that val must not
- // change place in memory (use MAKE_STRING) for anything that's not compiled into your mod.
- virtual void LightStyle( int style, const char *val ) = 0;
-
- // Project a static decal onto the specified entity / model (for level placed decals in the .bsp)
- virtual void StaticDecal( const Vector &originInEntitySpace, int decalIndex, int entityIndex, int modelIndex, bool lowpriority ) = 0;
-
- // Given the current PVS(or PAS) and origin, determine which players should hear/receive the message
- virtual void Message_DetermineMulticastRecipients( bool usepas, const Vector& origin, CBitVec< ABSOLUTE_PLAYER_LIMIT >& playerbits ) = 0;
-
- // Begin a message from a server side entity to its client side counterpart (func_breakable glass, e.g.)
- virtual bf_write *EntityMessageBegin( int ent_index, ServerClass * ent_class, bool reliable ) = 0;
- // Begin a usermessage from the server to the client .dll
- virtual bf_write *UserMessageBegin( IRecipientFilter *filter, int msg_type ) = 0;
- // Finish the Entity or UserMessage and dispatch to network layer
- virtual void MessageEnd( void ) = 0;
-
- // Print szMsg to the client console.
- virtual void ClientPrintf( edict_t *pEdict, const char *szMsg ) = 0;
-
- // SINGLE PLAYER/LISTEN SERVER ONLY (just matching the client .dll api for this)
- // Prints the formatted string to the notification area of the screen ( down the right hand edge
- // numbered lines starting at position 0
- virtual void Con_NPrintf( int pos, PRINTF_FORMAT_STRING const char *fmt, ... ) = 0;
- // SINGLE PLAYER/LISTEN SERVER ONLY(just matching the client .dll api for this)
- // Similar to Con_NPrintf, but allows specifying custom text color and duration information
- virtual void Con_NXPrintf( const struct con_nprint_s *info, PRINTF_FORMAT_STRING const char *fmt, ... ) = 0;
-
- // Change a specified player's "view entity" (i.e., use the view entity position/orientation for rendering the client view)
- virtual void SetView( const edict_t *pClient, const edict_t *pViewent ) = 0;
-
- // Get a high precision timer for doing profiling work
- virtual float Time( void ) = 0;
-
- // Set the player's crosshair angle
- virtual void CrosshairAngle( const edict_t *pClient, float pitch, float yaw ) = 0;
-
- // Get the current game directory (hl2, tf2, hl1, cstrike, etc.)
- virtual void GetGameDir( char *szGetGameDir, int maxlength ) = 0;
-
- // Used by AI node graph code to determine if .bsp and .ain files are out of date
- virtual int CompareFileTime( const char *filename1, const char *filename2, int *iCompare ) = 0;
-
- // Locks/unlocks the network string tables (.e.g, when adding bots to server, this needs to happen).
- // Be sure to reset the lock after executing your code!!!
- virtual bool LockNetworkStringTables( bool lock ) = 0;
-
- // Create a bot with the given name. Returns NULL if fake client can't be created
- virtual edict_t *CreateFakeClient( const char *netname ) = 0;
-
- // Get a convar keyvalue for s specified client
- virtual const char *GetClientConVarValue( int clientIndex, const char *name ) = 0;
-
- // Parse a token from a file
- virtual const char *ParseFile( const char *data, char *token, int maxlen ) = 0;
- // Copies a file
- virtual bool CopyFile( const char *source, const char *destination ) = 0;
-
- // Reset the pvs, pvssize is the size in bytes of the buffer pointed to by pvs.
- // This should be called right before any calls to AddOriginToPVS
- virtual void ResetPVS( byte *pvs, int pvssize ) = 0;
- // Merge the pvs bits into the current accumulated pvs based on the specified origin ( not that each pvs origin has an 8 world unit fudge factor )
- virtual void AddOriginToPVS( const Vector &origin ) = 0;
-
- // Mark a specified area portal as open/closed.
- // Use SetAreaPortalStates if you want to set a bunch of them at a time.
- virtual void SetAreaPortalState( int portalNumber, int isOpen ) = 0;
-
- // Queue a temp entity for transmission
- virtual void PlaybackTempEntity( IRecipientFilter& filter, float delay, const void *pSender, const SendTable *pST, int classID ) = 0;
- // Given a node number and the specified PVS, return with the node is in the PVS
- virtual int CheckHeadnodeVisible( int nodenum, const byte *pvs, int vissize ) = 0;
- // Using area bits, cheeck whether area1 flows into area2 and vice versa (depends on area portal state)
- virtual int CheckAreasConnected( int area1, int area2 ) = 0;
- // Given an origin, determine which area index the origin is within
- virtual int GetArea( const Vector &origin ) = 0;
- // Get area portal bit set
- virtual void GetAreaBits( int area, unsigned char *bits, int buflen ) = 0;
- // Given a view origin (which tells us the area to start looking in) and a portal key,
- // fill in the plane that leads out of this area (it points into whatever area it leads to).
- virtual bool GetAreaPortalPlane( Vector const &vViewOrigin, int portalKey, VPlane *pPlane ) = 0;
-
- // Save/restore wrapper - FIXME: At some point we should move this to it's own interface
- virtual bool LoadGameState( char const *pMapName, bool createPlayers ) = 0;
- virtual void LoadAdjacentEnts( const char *pOldLevel, const char *pLandmarkName ) = 0;
- virtual void ClearSaveDir() = 0;
-
- // Get the pristine map entity lump string. (e.g., used by CS to reload the map entities when restarting a round.)
- virtual const char* GetMapEntitiesString() = 0;
-
- // Text message system -- lookup the text message of the specified name
- virtual client_textmessage_t *TextMessageGet( const char *pName ) = 0;
-
- // Print a message to the server log file
- virtual void LogPrint( const char *msg ) = 0;
-
- // Builds PVS information for an entity
- virtual void BuildEntityClusterList( edict_t *pEdict, PVSInfo_t *pPVSInfo ) = 0;
-
- // A solid entity moved, update spatial partition
- virtual void SolidMoved( edict_t *pSolidEnt, ICollideable *pSolidCollide, const Vector* pPrevAbsOrigin, bool testSurroundingBoundsOnly ) = 0;
- // A trigger entity moved, update spatial partition
- virtual void TriggerMoved( edict_t *pTriggerEnt, bool testSurroundingBoundsOnly ) = 0;
-
- // Create/destroy a custom spatial partition
- virtual ISpatialPartition *CreateSpatialPartition( const Vector& worldmin, const Vector& worldmax ) = 0;
- virtual void DestroySpatialPartition( ISpatialPartition * ) = 0;
-
- // Draw the brush geometry in the map into the scratch pad.
- // Flags is currently unused.
- virtual void DrawMapToScratchPad( IScratchPad3D *pPad, unsigned long iFlags ) = 0;
-
- // This returns which entities, to the best of the server's knowledge, the client currently knows about.
- // This is really which entities were in the snapshot that this client last acked.
- // This returns a bit vector with one bit for each entity.
- //
- // USE WITH CARE. Whatever tick the client is really currently on is subject to timing and
- // ordering differences, so you should account for about a quarter-second discrepancy in here.
- // Also, this will return NULL if the client doesn't exist or if this client hasn't acked any frames yet.
- //
- // iClientIndex is the CLIENT index, so if you use pPlayer->entindex(), subtract 1.
- virtual const CBitVec<MAX_EDICTS>* GetEntityTransmitBitsForClient( int iClientIndex ) = 0;
-
- // Is the game paused?
- virtual bool IsPaused() = 0;
-
- // Marks the filename for consistency checking. This should be called after precaching the file.
- virtual void ForceExactFile( const char *s ) = 0;
- virtual void ForceModelBounds( const char *s, const Vector &mins, const Vector &maxs ) = 0;
- virtual void ClearSaveDirAfterClientLoad() = 0;
-
- // Sets a USERINFO client ConVar for a fakeclient
- virtual void SetFakeClientConVarValue( edict_t *pEntity, const char *cvar, const char *value ) = 0;
-
- // Marks the material (vmt file) for consistency checking. If the client and server have different
- // contents for the file, the client's vmt can only use the VertexLitGeneric shader, and can only
- // contain $baseTexture and $bumpmap vars.
- virtual void ForceSimpleMaterial( const char *s ) = 0;
-
- // Is the engine in Commentary mode?
- virtual int IsInCommentaryMode( void ) = 0;
-
-
- // Mark some area portals as open/closed. It's more efficient to use this
- // than a bunch of individual SetAreaPortalState calls.
- virtual void SetAreaPortalStates( const int *portalNumbers, const int *isOpen, int nPortals ) = 0;
-
- // Called when relevant edict state flags change.
- virtual void NotifyEdictFlagsChange( int iEdict ) = 0;
-
- // Only valid during CheckTransmit. Also, only the PVS, networked areas, and
- // m_pTransmitInfo are valid in the returned strucutre.
- virtual const CCheckTransmitInfo* GetPrevCheckTransmitInfo( edict_t *pPlayerEdict ) = 0;
-
- virtual CSharedEdictChangeInfo* GetSharedEdictChangeInfo() = 0;
-
- // Tells the engine we can immdiately re-use all edict indices
- // even though we may not have waited enough time
- virtual void AllowImmediateEdictReuse( ) = 0;
-
- // Returns true if the engine is an internal build. i.e. is using the internal bugreporter.
- virtual bool IsInternalBuild( void ) = 0;
-
- virtual IChangeInfoAccessor *GetChangeAccessor( const edict_t *pEdict ) = 0;
-
- // Name of most recently load .sav file
- virtual char const *GetMostRecentlyLoadedFileName() = 0;
- virtual char const *GetSaveFileName() = 0;
-
- // Matchmaking
- virtual void MultiplayerEndGame() = 0;
- virtual void ChangeTeam( const char *pTeamName ) = 0;
-
- // Cleans up the cluster list
- virtual void CleanUpEntityClusterList( PVSInfo_t *pPVSInfo ) = 0;
-
- virtual void SetAchievementMgr( IAchievementMgr *pAchievementMgr ) =0;
- virtual IAchievementMgr *GetAchievementMgr() = 0;
-
- virtual int GetAppID() = 0;
-
- virtual bool IsLowViolence() = 0;
-
- // Call this to find out the value of a cvar on the client.
- //
- // It is an asynchronous query, and it will call IServerGameDLL::OnQueryCvarValueFinished when
- // the value comes in from the client.
- //
- // Store the return value if you want to match this specific query to the OnQueryCvarValueFinished call.
- // Returns InvalidQueryCvarCookie if the entity is invalid.
- virtual QueryCvarCookie_t StartQueryCvarValue( edict_t *pPlayerEntity, const char *pName ) = 0;
-
- virtual void InsertServerCommand( const char *str ) = 0;
-
- // Fill in the player info structure for the specified player index (name, model, etc.)
- virtual bool GetPlayerInfo( int ent_num, player_info_t *pinfo ) = 0;
-
- // Returns true if this client has been fully authenticated by Steam
- virtual bool IsClientFullyAuthenticated( edict_t *pEdict ) = 0;
-
- // This makes the host run 1 tick per frame instead of checking the system timer to see how many ticks to run in a certain frame.
- // i.e. it does the same thing timedemo does.
- virtual void SetDedicatedServerBenchmarkMode( bool bBenchmarkMode ) = 0;
-
- // Methods to set/get a gamestats data container so client & server running in same process can send combined data
- virtual void SetGamestatsData( CGamestatsData *pGamestatsData ) = 0;
- virtual CGamestatsData *GetGamestatsData() = 0;
-
- // Returns the SteamID of the specified player. It'll be NULL if the player hasn't authenticated yet.
- virtual const CSteamID *GetClientSteamID( edict_t *pPlayerEdict ) = 0;
-
- // Returns the SteamID of the game server
- virtual const CSteamID *GetGameServerSteamID() = 0;
-
- // Send a client command keyvalues
- // keyvalues are deleted inside the function
- virtual void ClientCommandKeyValues( edict_t *pEdict, KeyValues *pCommand ) = 0;
-
- // Returns the SteamID of the specified player. It'll be NULL if the player hasn't authenticated yet.
- virtual const CSteamID *GetClientSteamIDByPlayerIndex( int entnum ) = 0;
- // Gets a list of all clusters' bounds. Returns total number of clusters.
- virtual int GetClusterCount() = 0;
- virtual int GetAllClusterBounds( bbox_t *pBBoxList, int maxBBox ) = 0;
-
- // Create a bot with the given name. Returns NULL if fake client can't be created
- virtual edict_t *CreateFakeClientEx( const char *netname, bool bReportFakeClient = true ) = 0;
-
- // Server version from the steam.inf, this will be compared to the GC version
- virtual int GetServerVersion() const = 0;
-
- // Get sv.GetTime()
- virtual float GetServerTime() const = 0;
-};
-
-
-#define INTERFACEVERSION_SERVERGAMEDLL_VERSION_8 "ServerGameDLL008"
-#define INTERFACEVERSION_SERVERGAMEDLL "ServerGameDLL009"
-#define INTERFACEVERSION_SERVERGAMEDLL_INT 9
-
-class IServerGCLobby;
-
-//-----------------------------------------------------------------------------
-// Purpose: These are the interfaces that the game .dll exposes to the engine
-//-----------------------------------------------------------------------------
-abstract_class IServerGameDLL
-{
-public:
- // Initialize the game (one-time call when the DLL is first loaded )
- // Return false if there is an error during startup.
- virtual bool DLLInit( CreateInterfaceFn engineFactory,
- CreateInterfaceFn physicsFactory,
- CreateInterfaceFn fileSystemFactory,
- CGlobalVars *pGlobals) = 0;
-
- // Setup replay interfaces on the server
- virtual bool ReplayInit( CreateInterfaceFn fnReplayFactory ) = 0;
-
- // This is called when a new game is started. (restart, map)
- virtual bool GameInit( void ) = 0;
-
- // Called any time a new level is started (after GameInit() also on level transitions within a game)
- virtual bool LevelInit( char const *pMapName,
- char const *pMapEntities, char const *pOldLevel,
- char const *pLandmarkName, bool loadGame, bool background ) = 0;
-
- // The server is about to activate
- virtual void ServerActivate( edict_t *pEdictList, int edictCount, int clientMax ) = 0;
-
- // The server should run physics/think on all edicts
- virtual void GameFrame( bool simulating ) = 0;
-
- // Called once per simulation frame on the final tick
- virtual void PreClientUpdate( bool simulating ) = 0;
-
- // Called when a level is shutdown (including changing levels)
- virtual void LevelShutdown( void ) = 0;
- // This is called when a game ends (server disconnect, death, restart, load)
- // NOT on level transitions within a game
- virtual void GameShutdown( void ) = 0;
-
- // Called once during DLL shutdown
- virtual void DLLShutdown( void ) = 0;
-
- // Get the simulation interval (must be compiled with identical values into both client and game .dll for MOD!!!)
- // Right now this is only requested at server startup time so it can't be changed on the fly, etc.
- virtual float GetTickInterval( void ) const = 0;
-
- // Give the list of datatable classes to the engine. The engine matches class names from here with
- // edict_t::classname to figure out how to encode a class's data for networking
- virtual ServerClass* GetAllServerClasses( void ) = 0;
-
- // Returns string describing current .dll. e.g., TeamFortress 2, Half-Life 2.
- // Hey, it's more descriptive than just the name of the game directory
- virtual const char *GetGameDescription( void ) = 0;
-
- // Let the game .dll allocate it's own network/shared string tables
- virtual void CreateNetworkStringTables( void ) = 0;
-
- // Save/restore system hooks
- virtual CSaveRestoreData *SaveInit( int size ) = 0;
- virtual void SaveWriteFields( CSaveRestoreData *, const char *, void *, datamap_t *, typedescription_t *, int ) = 0;
- virtual void SaveReadFields( CSaveRestoreData *, const char *, void *, datamap_t *, typedescription_t *, int ) = 0;
- virtual void SaveGlobalState( CSaveRestoreData * ) = 0;
- virtual void RestoreGlobalState( CSaveRestoreData * ) = 0;
- virtual void PreSave( CSaveRestoreData * ) = 0;
- virtual void Save( CSaveRestoreData * ) = 0;
- virtual void GetSaveComment( char *comment, int maxlength, float flMinutes, float flSeconds, bool bNoTime = false ) = 0;
- virtual void WriteSaveHeaders( CSaveRestoreData * ) = 0;
- virtual void ReadRestoreHeaders( CSaveRestoreData * ) = 0;
- virtual void Restore( CSaveRestoreData *, bool ) = 0;
- virtual bool IsRestoring() = 0;
-
- // Returns the number of entities moved across the transition
- virtual int CreateEntityTransitionList( CSaveRestoreData *, int ) = 0;
- // Build the list of maps adjacent to the current map
- virtual void BuildAdjacentMapList( void ) = 0;
-
- // Retrieve info needed for parsing the specified user message
- virtual bool GetUserMessageInfo( int msg_type, char *name, int maxnamelength, int& size ) = 0;
-
- // Hand over the StandardSendProxies in the game DLL's module.
- virtual CStandardSendProxies* GetStandardSendProxies() = 0;
-
- // Called once during startup, after the game .dll has been loaded and after the client .dll has also been loaded
- virtual void PostInit() = 0;
- // Called once per frame even when no level is loaded...
- virtual void Think( bool finalTick ) = 0;
-
-#ifdef _XBOX
- virtual void GetTitleName( const char *pMapName, char* pTitleBuff, int titleBuffSize ) = 0;
-#endif
-
- virtual void PreSaveGameLoaded( char const *pSaveName, bool bCurrentlyInGame ) = 0;
-
- // 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.
- virtual bool ShouldHideServer( void ) = 0;
-
- virtual void InvalidateMdlCache() = 0;
-
- // * This function is new with version 6 of the interface.
- //
- // This is called when a query from IServerPluginHelpers::StartQueryCvarValue is finished.
- // iCookie is the value returned by IServerPluginHelpers::StartQueryCvarValue.
- // Added with version 2 of the interface.
- virtual void OnQueryCvarValueFinished( QueryCvarCookie_t iCookie, edict_t *pPlayerEntity, EQueryCvarValueStatus eStatus, const char *pCvarName, const char *pCvarValue ) = 0;
-
- // Called after the steam API has been activated post-level startup
- virtual void GameServerSteamAPIActivated( void ) = 0;
-
- // Called after the steam API has been shutdown post-level startup
- virtual void GameServerSteamAPIShutdown( void ) = 0;
-
- virtual void SetServerHibernation( bool bHibernating ) = 0;
-
- // interface to the new GC based lobby system
- virtual IServerGCLobby *GetServerGCLobby() = 0;
-
- // Return override string to show in the server browser
- // "map" column, or NULL to just use the default value
- // (the map name)
- virtual const char *GetServerBrowserMapOverride() = 0;
-
- // Get gamedata string to send to the master serer updater.
- virtual const char *GetServerBrowserGameData() = 0;
-};
-
-typedef IServerGameDLL IServerGameDLL008;
-
-//-----------------------------------------------------------------------------
-// Just an interface version name for the random number interface
-// See vstdlib/random.h for the interface definition
-// NOTE: If you change this, also change VENGINE_CLIENT_RANDOM_INTERFACE_VERSION in cdll_int.h
-//-----------------------------------------------------------------------------
-#define VENGINE_SERVER_RANDOM_INTERFACE_VERSION "VEngineRandom001"
-
-#define INTERFACEVERSION_SERVERGAMEENTS "ServerGameEnts001"
-//-----------------------------------------------------------------------------
-// Purpose: Interface to get at server entities
-//-----------------------------------------------------------------------------
-abstract_class IServerGameEnts
-{
-public:
- virtual ~IServerGameEnts() {}
-
- // Only for debugging. Set the edict base so you can get an edict's index in the debugger while debugging the game .dll
- virtual void SetDebugEdictBase(edict_t *base) = 0;
-
- // The engine wants to mark two entities as touching
- virtual void MarkEntitiesAsTouching( edict_t *e1, edict_t *e2 ) = 0;
-
- // Frees the entity attached to this edict
- virtual void FreeContainingEntity( edict_t * ) = 0;
-
- // This allows the engine to get at edicts in a CGameTrace.
- virtual edict_t* BaseEntityToEdict( CBaseEntity *pEnt ) = 0;
- virtual CBaseEntity* EdictToBaseEntity( edict_t *pEdict ) = 0;
-
- // This sets a bit in pInfo for each edict in the list that wants to be transmitted to the
- // client specified in pInfo.
- //
- // This is also where an entity can force other entities to be transmitted if it refers to them
- // with ehandles.
- virtual void CheckTransmit( CCheckTransmitInfo *pInfo, const unsigned short *pEdictIndices, int nEdicts ) = 0;
-};
-
-#define INTERFACEVERSION_SERVERGAMECLIENTS_VERSION_3 "ServerGameClients003"
-#define INTERFACEVERSION_SERVERGAMECLIENTS "ServerGameClients004"
-
-//-----------------------------------------------------------------------------
-// Purpose: Player / Client related functions
-//-----------------------------------------------------------------------------
-abstract_class IServerGameClients
-{
-public:
- // Get server maxplayers and lower bound for same
- virtual void GetPlayerLimits( int& minplayers, int& maxplayers, int &defaultMaxPlayers ) const = 0;
-
- // Client is connecting to server ( return false to reject the connection )
- // You can specify a rejection message by writing it into reject
- virtual bool ClientConnect( edict_t *pEntity, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen ) = 0;
-
- // Client is going active
- // If bLoadGame is true, don't spawn the player because its state is already setup.
- virtual void ClientActive( edict_t *pEntity, bool bLoadGame ) = 0;
-
- // Client is disconnecting from server
- virtual void ClientDisconnect( edict_t *pEntity ) = 0;
-
- // Client is connected and should be put in the game
- virtual void ClientPutInServer( edict_t *pEntity, char const *playername ) = 0;
-
- // The client has typed a command at the console
- virtual void ClientCommand( edict_t *pEntity, const CCommand &args ) = 0;
-
- // Sets the client index for the client who typed the command into his/her console
- virtual void SetCommandClient( int index ) = 0;
-
- // A player changed one/several replicated cvars (name etc)
- virtual void ClientSettingsChanged( edict_t *pEdict ) = 0;
-
- // Determine PVS origin and set PVS for the player/viewentity
- virtual void ClientSetupVisibility( edict_t *pViewEntity, edict_t *pClient, unsigned char *pvs, int pvssize ) = 0;
-
- // A block of CUserCmds has arrived from the user, decode them and buffer for execution during player simulation
- virtual float ProcessUsercmds( edict_t *player, bf_read *buf, int numcmds, int totalcmds,
- int dropped_packets, bool ignore, bool paused ) = 0;
-
- // Let the game .dll do stuff after messages have been sent to all of the clients once the server frame is complete
- virtual void PostClientMessagesSent_DEPRECIATED( void ) = 0;
-
- // For players, looks up the CPlayerState structure corresponding to the player
- virtual CPlayerState *GetPlayerState( edict_t *player ) = 0;
-
- // Get the ear position for a specified client
- virtual void ClientEarPosition( edict_t *pEntity, Vector *pEarOrigin ) = 0;
-
- // returns number of delay ticks if player is in Replay mode (0 = no delay)
- virtual int GetReplayDelay( edict_t *player, int& entity ) = 0;
-
- // Anything this game .dll wants to add to the bug reporter text (e.g., the entity/model under the picker crosshair)
- // can be added here
- virtual void GetBugReportInfo( char *buf, int buflen ) = 0;
-
- // A user has had their network id setup and validated
- virtual void NetworkIDValidated( const char *pszUserName, const char *pszNetworkID ) = 0;
-
- // The client has submitted a keyvalues command
- virtual void ClientCommandKeyValues( edict_t *pEntity, KeyValues *pKeyValues ) = 0;
-
- // Hook for player spawning
- virtual void ClientSpawned( edict_t *pPlayer ) = 0;
-};
-
-typedef IServerGameClients IServerGameClients003;
-
-
-#define INTERFACEVERSION_UPLOADGAMESTATS "ServerUploadGameStats001"
-
-abstract_class IUploadGameStats
-{
-public:
- // Note that this call will block the server until the upload is completed, so use only at levelshutdown if at all.
- virtual bool UploadGameStats(
- char const *mapname, // Game map name
- unsigned int blobversion, // Version of the binary blob data
- unsigned int blobsize, // Size in bytes of blob data
- const void *pvBlobData ) = 0; // Pointer to the blob data.
-
- // Call when created to init the CSER connection
- virtual void InitConnection( void ) = 0;
-
- // Call periodically to poll steam for a CSER connection
- virtual void UpdateConnection( void ) = 0;
-
- // If user has disabled stats tracking, do nothing
- virtual bool IsGameStatsLoggingEnabled() = 0;
-
- // Gets a non-personally identifiable unique ID for this steam user, used for tracking total gameplay time across
- // multiple stats sessions, but isn't trackable back to their Steam account or id.
- // Buffer should be 16 bytes, ID will come back as a hexadecimal string version of a GUID
- virtual void GetPseudoUniqueId( char *buf, size_t bufsize ) = 0;
-
- // For determining general % of users running using cyber cafe accounts...
- virtual bool IsCyberCafeUser( void ) = 0;
-
- // Only works in single player
- virtual bool IsHDREnabled( void ) = 0;
-};
-
-#define INTERFACEVERSION_PLUGINHELPERSCHECK "PluginHelpersCheck001"
-
-//-----------------------------------------------------------------------------
-// Purpose: allows the game dll to control which plugin functions can be run
-//-----------------------------------------------------------------------------
-abstract_class IPluginHelpersCheck
-{
-public:
- virtual bool CreateMessage( const char *plugin, edict_t *pEntity, DIALOG_TYPE type, KeyValues *data ) = 0;
-};
-
-//-----------------------------------------------------------------------------
-// Purpose: Interface exposed from the client .dll back to the engine for specifying shared .dll IAppSystems (e.g., ISoundEmitterSystem)
-//-----------------------------------------------------------------------------
-abstract_class IServerDLLSharedAppSystems
-{
-public:
- virtual int Count() = 0;
- virtual char const *GetDllName( int idx ) = 0;
- virtual char const *GetInterfaceName( int idx ) = 0;
-};
-
-#define SERVER_DLL_SHARED_APPSYSTEMS "VServerDllSharedAppSystems001"
-
-#define INTERFACEVERSION_SERVERGAMETAGS "ServerGameTags001"
-
-//-----------------------------------------------------------------------------
-// Purpose: querying the game dll for Server cvar tags
-//-----------------------------------------------------------------------------
-abstract_class IServerGameTags
-{
-public:
- // Get the list of cvars that require tags to show differently in the server browser
- virtual void GetTaggedConVarList( KeyValues *pCvarTagList ) = 0;
-};
-
-//-----------------------------------------------------------------------------
-// Purpose: Provide hooks for the GC based lobby system
-//-----------------------------------------------------------------------------
-abstract_class IServerGCLobby
-{
-public:
- virtual bool HasLobby() const = 0;
- virtual bool SteamIDAllowedToConnect( const CSteamID &steamId ) const = 0;
- virtual void UpdateServerDetails(void) = 0;
- virtual bool ShouldHibernate() = 0;
-};
-
-#endif // EIFACE_H
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +// +//===========================================================================// + +#ifndef EIFACE_H +#define EIFACE_H + +#ifdef _WIN32 +#pragma once +#endif + +#include "convar.h" +#include "icvar.h" +#include "edict.h" +#include "mathlib/vplane.h" +#include "iserverentity.h" +#include "engine/ivmodelinfo.h" +#include "soundflags.h" +#include "bitvec.h" +#include "engine/iserverplugin.h" +#include "tier1/bitbuf.h" + +//----------------------------------------------------------------------------- +// forward declarations +//----------------------------------------------------------------------------- +class SendTable; +class ServerClass; +class IMoveHelper; +struct Ray_t; +class CGameTrace; +typedef CGameTrace trace_t; +struct typedescription_t; +class CSaveRestoreData; +struct datamap_t; +class SendTable; +class ServerClass; +class IMoveHelper; +struct Ray_t; +struct studiohdr_t; +class CBaseEntity; +class CRestore; +class CSave; +class variant_t; +struct vcollide_t; +class IRecipientFilter; +class CBaseEntity; +class ITraceFilter; +struct client_textmessage_t; +class INetChannelInfo; +class ISpatialPartition; +class IScratchPad3D; +class CStandardSendProxies; +class IAchievementMgr; +class CGamestatsData; +class CSteamID; +class IReplayFactory; +class IReplaySystem; + +typedef struct player_info_s player_info_t; + +//----------------------------------------------------------------------------- +// defines +//----------------------------------------------------------------------------- + +#ifdef _WIN32 +#define DLLEXPORT __stdcall +#else +#define DLLEXPORT /* */ +#endif + +#define INTERFACEVERSION_VENGINESERVER "VEngineServer021" + +struct bbox_t +{ + Vector mins; + Vector maxs; +}; + +//----------------------------------------------------------------------------- +// Purpose: Interface the engine exposes to the game DLL +//----------------------------------------------------------------------------- +abstract_class IVEngineServer +{ +public: + // Tell engine to change level ( "changelevel s1\n" or "changelevel2 s1 s2\n" ) + virtual void ChangeLevel( const char *s1, const char *s2 ) = 0; + + // Ask engine whether the specified map is a valid map file (exists and has valid version number). + virtual int IsMapValid( const char *filename ) = 0; + + // Is this a dedicated server? + virtual bool IsDedicatedServer( void ) = 0; + + // Is in Hammer editing mode? + virtual int IsInEditMode( void ) = 0; + + // Add to the server/client lookup/precache table, the specified string is given a unique index + // NOTE: The indices for PrecacheModel are 1 based + // a 0 returned from those methods indicates the model or sound was not correctly precached + // However, generic and decal are 0 based + // If preload is specified, the file is loaded into the server/client's cache memory before level startup, otherwise + // it'll only load when actually used (which can cause a disk i/o hitch if it occurs during play of a level). + virtual int PrecacheModel( const char *s, bool preload = false ) = 0; + virtual int PrecacheSentenceFile( const char *s, bool preload = false ) = 0; + virtual int PrecacheDecal( const char *name, bool preload = false ) = 0; + virtual int PrecacheGeneric( const char *s, bool preload = false ) = 0; + + // Check's if the name is precached, but doesn't actually precache the name if not... + virtual bool IsModelPrecached( char const *s ) const = 0; + virtual bool IsDecalPrecached( char const *s ) const = 0; + virtual bool IsGenericPrecached( char const *s ) const = 0; + + // Note that sounds are precached using the IEngineSound interface + + // Special purpose PVS checking + // Get the cluster # for the specified position + virtual int GetClusterForOrigin( const Vector &org ) = 0; + // Get the PVS bits for a specified cluster and copy the bits into outputpvs. Returns the number of bytes needed to pack the PVS + virtual int GetPVSForCluster( int cluster, int outputpvslength, unsigned char *outputpvs ) = 0; + // Check whether the specified origin is inside the specified PVS + virtual bool CheckOriginInPVS( const Vector &org, const unsigned char *checkpvs, int checkpvssize ) = 0; + // Check whether the specified worldspace bounding box is inside the specified PVS + virtual bool CheckBoxInPVS( const Vector &mins, const Vector &maxs, const unsigned char *checkpvs, int checkpvssize ) = 0; + + // Returns the server assigned userid for this player. Useful for logging frags, etc. + // returns -1 if the edict couldn't be found in the list of players. + virtual int GetPlayerUserId( const edict_t *e ) = 0; + virtual const char *GetPlayerNetworkIDString( const edict_t *e ) = 0; + + // Return the current number of used edict slots + virtual int GetEntityCount( void ) = 0; + // Given an edict, returns the entity index + virtual int IndexOfEdict( const edict_t *pEdict ) = 0; + // Given and entity index, returns the corresponding edict pointer + virtual edict_t *PEntityOfEntIndex( int iEntIndex ) = 0; + + // Get stats info interface for a client netchannel + virtual INetChannelInfo* GetPlayerNetInfo( int playerIndex ) = 0; + + // Allocate space for string and return index/offset of string in global string list + // If iForceEdictIndex is not -1, then it will return the edict with that index. If that edict index + // is already used, it'll return null. + virtual edict_t *CreateEdict( int iForceEdictIndex = -1 ) = 0; + // Remove the specified edict and place back into the free edict list + virtual void RemoveEdict( edict_t *e ) = 0; + + // Memory allocation for entity class data + virtual void *PvAllocEntPrivateData( long cb ) = 0; + virtual void FreeEntPrivateData( void *pEntity ) = 0; + + // Save/restore uses a special memory allocator (which zeroes newly allocated memory, etc.) + virtual void *SaveAllocMemory( size_t num, size_t size ) = 0; + virtual void SaveFreeMemory( void *pSaveMem ) = 0; + + // Emit an ambient sound associated with the specified entity + virtual void EmitAmbientSound( int entindex, const Vector &pos, const char *samp, float vol, soundlevel_t soundlevel, int fFlags, int pitch, float delay = 0.0f ) = 0; + + // Fade out the client's volume level toward silence (or fadePercent) + virtual void FadeClientVolume( const edict_t *pEdict, float fadePercent, float fadeOutSeconds, float holdTime, float fadeInSeconds ) = 0; + + // Sentences / sentence groups + virtual int SentenceGroupPick( int groupIndex, char *name, int nameBufLen ) = 0; + virtual int SentenceGroupPickSequential( int groupIndex, char *name, int nameBufLen, int sentenceIndex, int reset ) = 0; + virtual int SentenceIndexFromName( const char *pSentenceName ) = 0; + virtual const char *SentenceNameFromIndex( int sentenceIndex ) = 0; + virtual int SentenceGroupIndexFromName( const char *pGroupName ) = 0; + virtual const char *SentenceGroupNameFromIndex( int groupIndex ) = 0; + virtual float SentenceLength( int sentenceIndex ) = 0; + + // Issue a command to the command parser as if it was typed at the server console. + virtual void ServerCommand( const char *str ) = 0; + // Execute any commands currently in the command parser immediately (instead of once per frame) + virtual void ServerExecute( void ) = 0; + // Issue the specified command to the specified client (mimics that client typing the command at the console). + virtual void ClientCommand( edict_t *pEdict, PRINTF_FORMAT_STRING const char *szFmt, ... ) = 0; + + // Set the lightstyle to the specified value and network the change to any connected clients. Note that val must not + // change place in memory (use MAKE_STRING) for anything that's not compiled into your mod. + virtual void LightStyle( int style, const char *val ) = 0; + + // Project a static decal onto the specified entity / model (for level placed decals in the .bsp) + virtual void StaticDecal( const Vector &originInEntitySpace, int decalIndex, int entityIndex, int modelIndex, bool lowpriority ) = 0; + + // Given the current PVS(or PAS) and origin, determine which players should hear/receive the message + virtual void Message_DetermineMulticastRecipients( bool usepas, const Vector& origin, CBitVec< ABSOLUTE_PLAYER_LIMIT >& playerbits ) = 0; + + // Begin a message from a server side entity to its client side counterpart (func_breakable glass, e.g.) + virtual bf_write *EntityMessageBegin( int ent_index, ServerClass * ent_class, bool reliable ) = 0; + // Begin a usermessage from the server to the client .dll + virtual bf_write *UserMessageBegin( IRecipientFilter *filter, int msg_type ) = 0; + // Finish the Entity or UserMessage and dispatch to network layer + virtual void MessageEnd( void ) = 0; + + // Print szMsg to the client console. + virtual void ClientPrintf( edict_t *pEdict, const char *szMsg ) = 0; + + // SINGLE PLAYER/LISTEN SERVER ONLY (just matching the client .dll api for this) + // Prints the formatted string to the notification area of the screen ( down the right hand edge + // numbered lines starting at position 0 + virtual void Con_NPrintf( int pos, PRINTF_FORMAT_STRING const char *fmt, ... ) = 0; + // SINGLE PLAYER/LISTEN SERVER ONLY(just matching the client .dll api for this) + // Similar to Con_NPrintf, but allows specifying custom text color and duration information + virtual void Con_NXPrintf( const struct con_nprint_s *info, PRINTF_FORMAT_STRING const char *fmt, ... ) = 0; + + // Change a specified player's "view entity" (i.e., use the view entity position/orientation for rendering the client view) + virtual void SetView( const edict_t *pClient, const edict_t *pViewent ) = 0; + + // Get a high precision timer for doing profiling work + virtual float Time( void ) = 0; + + // Set the player's crosshair angle + virtual void CrosshairAngle( const edict_t *pClient, float pitch, float yaw ) = 0; + + // Get the current game directory (hl2, tf2, hl1, cstrike, etc.) + virtual void GetGameDir( char *szGetGameDir, int maxlength ) = 0; + + // Used by AI node graph code to determine if .bsp and .ain files are out of date + virtual int CompareFileTime( const char *filename1, const char *filename2, int *iCompare ) = 0; + + // Locks/unlocks the network string tables (.e.g, when adding bots to server, this needs to happen). + // Be sure to reset the lock after executing your code!!! + virtual bool LockNetworkStringTables( bool lock ) = 0; + + // Create a bot with the given name. Returns NULL if fake client can't be created + virtual edict_t *CreateFakeClient( const char *netname ) = 0; + + // Get a convar keyvalue for s specified client + virtual const char *GetClientConVarValue( int clientIndex, const char *name ) = 0; + + // Parse a token from a file + virtual const char *ParseFile( const char *data, char *token, int maxlen ) = 0; + // Copies a file + virtual bool CopyFile( const char *source, const char *destination ) = 0; + + // Reset the pvs, pvssize is the size in bytes of the buffer pointed to by pvs. + // This should be called right before any calls to AddOriginToPVS + virtual void ResetPVS( byte *pvs, int pvssize ) = 0; + // Merge the pvs bits into the current accumulated pvs based on the specified origin ( not that each pvs origin has an 8 world unit fudge factor ) + virtual void AddOriginToPVS( const Vector &origin ) = 0; + + // Mark a specified area portal as open/closed. + // Use SetAreaPortalStates if you want to set a bunch of them at a time. + virtual void SetAreaPortalState( int portalNumber, int isOpen ) = 0; + + // Queue a temp entity for transmission + virtual void PlaybackTempEntity( IRecipientFilter& filter, float delay, const void *pSender, const SendTable *pST, int classID ) = 0; + // Given a node number and the specified PVS, return with the node is in the PVS + virtual int CheckHeadnodeVisible( int nodenum, const byte *pvs, int vissize ) = 0; + // Using area bits, cheeck whether area1 flows into area2 and vice versa (depends on area portal state) + virtual int CheckAreasConnected( int area1, int area2 ) = 0; + // Given an origin, determine which area index the origin is within + virtual int GetArea( const Vector &origin ) = 0; + // Get area portal bit set + virtual void GetAreaBits( int area, unsigned char *bits, int buflen ) = 0; + // Given a view origin (which tells us the area to start looking in) and a portal key, + // fill in the plane that leads out of this area (it points into whatever area it leads to). + virtual bool GetAreaPortalPlane( Vector const &vViewOrigin, int portalKey, VPlane *pPlane ) = 0; + + // Save/restore wrapper - FIXME: At some point we should move this to it's own interface + virtual bool LoadGameState( char const *pMapName, bool createPlayers ) = 0; + virtual void LoadAdjacentEnts( const char *pOldLevel, const char *pLandmarkName ) = 0; + virtual void ClearSaveDir() = 0; + + // Get the pristine map entity lump string. (e.g., used by CS to reload the map entities when restarting a round.) + virtual const char* GetMapEntitiesString() = 0; + + // Text message system -- lookup the text message of the specified name + virtual client_textmessage_t *TextMessageGet( const char *pName ) = 0; + + // Print a message to the server log file + virtual void LogPrint( const char *msg ) = 0; + + // Builds PVS information for an entity + virtual void BuildEntityClusterList( edict_t *pEdict, PVSInfo_t *pPVSInfo ) = 0; + + // A solid entity moved, update spatial partition + virtual void SolidMoved( edict_t *pSolidEnt, ICollideable *pSolidCollide, const Vector* pPrevAbsOrigin, bool testSurroundingBoundsOnly ) = 0; + // A trigger entity moved, update spatial partition + virtual void TriggerMoved( edict_t *pTriggerEnt, bool testSurroundingBoundsOnly ) = 0; + + // Create/destroy a custom spatial partition + virtual ISpatialPartition *CreateSpatialPartition( const Vector& worldmin, const Vector& worldmax ) = 0; + virtual void DestroySpatialPartition( ISpatialPartition * ) = 0; + + // Draw the brush geometry in the map into the scratch pad. + // Flags is currently unused. + virtual void DrawMapToScratchPad( IScratchPad3D *pPad, unsigned long iFlags ) = 0; + + // This returns which entities, to the best of the server's knowledge, the client currently knows about. + // This is really which entities were in the snapshot that this client last acked. + // This returns a bit vector with one bit for each entity. + // + // USE WITH CARE. Whatever tick the client is really currently on is subject to timing and + // ordering differences, so you should account for about a quarter-second discrepancy in here. + // Also, this will return NULL if the client doesn't exist or if this client hasn't acked any frames yet. + // + // iClientIndex is the CLIENT index, so if you use pPlayer->entindex(), subtract 1. + virtual const CBitVec<MAX_EDICTS>* GetEntityTransmitBitsForClient( int iClientIndex ) = 0; + + // Is the game paused? + virtual bool IsPaused() = 0; + + // Marks the filename for consistency checking. This should be called after precaching the file. + virtual void ForceExactFile( const char *s ) = 0; + virtual void ForceModelBounds( const char *s, const Vector &mins, const Vector &maxs ) = 0; + virtual void ClearSaveDirAfterClientLoad() = 0; + + // Sets a USERINFO client ConVar for a fakeclient + virtual void SetFakeClientConVarValue( edict_t *pEntity, const char *cvar, const char *value ) = 0; + + // Marks the material (vmt file) for consistency checking. If the client and server have different + // contents for the file, the client's vmt can only use the VertexLitGeneric shader, and can only + // contain $baseTexture and $bumpmap vars. + virtual void ForceSimpleMaterial( const char *s ) = 0; + + // Is the engine in Commentary mode? + virtual int IsInCommentaryMode( void ) = 0; + + + // Mark some area portals as open/closed. It's more efficient to use this + // than a bunch of individual SetAreaPortalState calls. + virtual void SetAreaPortalStates( const int *portalNumbers, const int *isOpen, int nPortals ) = 0; + + // Called when relevant edict state flags change. + virtual void NotifyEdictFlagsChange( int iEdict ) = 0; + + // Only valid during CheckTransmit. Also, only the PVS, networked areas, and + // m_pTransmitInfo are valid in the returned strucutre. + virtual const CCheckTransmitInfo* GetPrevCheckTransmitInfo( edict_t *pPlayerEdict ) = 0; + + virtual CSharedEdictChangeInfo* GetSharedEdictChangeInfo() = 0; + + // Tells the engine we can immdiately re-use all edict indices + // even though we may not have waited enough time + virtual void AllowImmediateEdictReuse( ) = 0; + + // Returns true if the engine is an internal build. i.e. is using the internal bugreporter. + virtual bool IsInternalBuild( void ) = 0; + + virtual IChangeInfoAccessor *GetChangeAccessor( const edict_t *pEdict ) = 0; + + // Name of most recently load .sav file + virtual char const *GetMostRecentlyLoadedFileName() = 0; + virtual char const *GetSaveFileName() = 0; + + // Matchmaking + virtual void MultiplayerEndGame() = 0; + virtual void ChangeTeam( const char *pTeamName ) = 0; + + // Cleans up the cluster list + virtual void CleanUpEntityClusterList( PVSInfo_t *pPVSInfo ) = 0; + + virtual void SetAchievementMgr( IAchievementMgr *pAchievementMgr ) =0; + virtual IAchievementMgr *GetAchievementMgr() = 0; + + virtual int GetAppID() = 0; + + virtual bool IsLowViolence() = 0; + + // Call this to find out the value of a cvar on the client. + // + // It is an asynchronous query, and it will call IServerGameDLL::OnQueryCvarValueFinished when + // the value comes in from the client. + // + // Store the return value if you want to match this specific query to the OnQueryCvarValueFinished call. + // Returns InvalidQueryCvarCookie if the entity is invalid. + virtual QueryCvarCookie_t StartQueryCvarValue( edict_t *pPlayerEntity, const char *pName ) = 0; + + virtual void InsertServerCommand( const char *str ) = 0; + + // Fill in the player info structure for the specified player index (name, model, etc.) + virtual bool GetPlayerInfo( int ent_num, player_info_t *pinfo ) = 0; + + // Returns true if this client has been fully authenticated by Steam + virtual bool IsClientFullyAuthenticated( edict_t *pEdict ) = 0; + + // This makes the host run 1 tick per frame instead of checking the system timer to see how many ticks to run in a certain frame. + // i.e. it does the same thing timedemo does. + virtual void SetDedicatedServerBenchmarkMode( bool bBenchmarkMode ) = 0; + + // Methods to set/get a gamestats data container so client & server running in same process can send combined data + virtual void SetGamestatsData( CGamestatsData *pGamestatsData ) = 0; + virtual CGamestatsData *GetGamestatsData() = 0; + + // Returns the SteamID of the specified player. It'll be NULL if the player hasn't authenticated yet. + virtual const CSteamID *GetClientSteamID( edict_t *pPlayerEdict ) = 0; + + // Returns the SteamID of the game server + virtual const CSteamID *GetGameServerSteamID() = 0; + + // Send a client command keyvalues + // keyvalues are deleted inside the function + virtual void ClientCommandKeyValues( edict_t *pEdict, KeyValues *pCommand ) = 0; + + // Returns the SteamID of the specified player. It'll be NULL if the player hasn't authenticated yet. + virtual const CSteamID *GetClientSteamIDByPlayerIndex( int entnum ) = 0; + // Gets a list of all clusters' bounds. Returns total number of clusters. + virtual int GetClusterCount() = 0; + virtual int GetAllClusterBounds( bbox_t *pBBoxList, int maxBBox ) = 0; + + // Create a bot with the given name. Returns NULL if fake client can't be created + virtual edict_t *CreateFakeClientEx( const char *netname, bool bReportFakeClient = true ) = 0; + + // Server version from the steam.inf, this will be compared to the GC version + virtual int GetServerVersion() const = 0; + + // Get sv.GetTime() + virtual float GetServerTime() const = 0; +}; + + +#define INTERFACEVERSION_SERVERGAMEDLL_VERSION_8 "ServerGameDLL008" +#define INTERFACEVERSION_SERVERGAMEDLL "ServerGameDLL009" +#define INTERFACEVERSION_SERVERGAMEDLL_INT 9 + +class IServerGCLobby; + +//----------------------------------------------------------------------------- +// Purpose: These are the interfaces that the game .dll exposes to the engine +//----------------------------------------------------------------------------- +abstract_class IServerGameDLL +{ +public: + // Initialize the game (one-time call when the DLL is first loaded ) + // Return false if there is an error during startup. + virtual bool DLLInit( CreateInterfaceFn engineFactory, + CreateInterfaceFn physicsFactory, + CreateInterfaceFn fileSystemFactory, + CGlobalVars *pGlobals) = 0; + + // Setup replay interfaces on the server + virtual bool ReplayInit( CreateInterfaceFn fnReplayFactory ) = 0; + + // This is called when a new game is started. (restart, map) + virtual bool GameInit( void ) = 0; + + // Called any time a new level is started (after GameInit() also on level transitions within a game) + virtual bool LevelInit( char const *pMapName, + char const *pMapEntities, char const *pOldLevel, + char const *pLandmarkName, bool loadGame, bool background ) = 0; + + // The server is about to activate + virtual void ServerActivate( edict_t *pEdictList, int edictCount, int clientMax ) = 0; + + // The server should run physics/think on all edicts + virtual void GameFrame( bool simulating ) = 0; + + // Called once per simulation frame on the final tick + virtual void PreClientUpdate( bool simulating ) = 0; + + // Called when a level is shutdown (including changing levels) + virtual void LevelShutdown( void ) = 0; + // This is called when a game ends (server disconnect, death, restart, load) + // NOT on level transitions within a game + virtual void GameShutdown( void ) = 0; + + // Called once during DLL shutdown + virtual void DLLShutdown( void ) = 0; + + // Get the simulation interval (must be compiled with identical values into both client and game .dll for MOD!!!) + // Right now this is only requested at server startup time so it can't be changed on the fly, etc. + virtual float GetTickInterval( void ) const = 0; + + // Give the list of datatable classes to the engine. The engine matches class names from here with + // edict_t::classname to figure out how to encode a class's data for networking + virtual ServerClass* GetAllServerClasses( void ) = 0; + + // Returns string describing current .dll. e.g., TeamFortress 2, Half-Life 2. + // Hey, it's more descriptive than just the name of the game directory + virtual const char *GetGameDescription( void ) = 0; + + // Let the game .dll allocate it's own network/shared string tables + virtual void CreateNetworkStringTables( void ) = 0; + + // Save/restore system hooks + virtual CSaveRestoreData *SaveInit( int size ) = 0; + virtual void SaveWriteFields( CSaveRestoreData *, const char *, void *, datamap_t *, typedescription_t *, int ) = 0; + virtual void SaveReadFields( CSaveRestoreData *, const char *, void *, datamap_t *, typedescription_t *, int ) = 0; + virtual void SaveGlobalState( CSaveRestoreData * ) = 0; + virtual void RestoreGlobalState( CSaveRestoreData * ) = 0; + virtual void PreSave( CSaveRestoreData * ) = 0; + virtual void Save( CSaveRestoreData * ) = 0; + virtual void GetSaveComment( char *comment, int maxlength, float flMinutes, float flSeconds, bool bNoTime = false ) = 0; + virtual void WriteSaveHeaders( CSaveRestoreData * ) = 0; + virtual void ReadRestoreHeaders( CSaveRestoreData * ) = 0; + virtual void Restore( CSaveRestoreData *, bool ) = 0; + virtual bool IsRestoring() = 0; + + // Returns the number of entities moved across the transition + virtual int CreateEntityTransitionList( CSaveRestoreData *, int ) = 0; + // Build the list of maps adjacent to the current map + virtual void BuildAdjacentMapList( void ) = 0; + + // Retrieve info needed for parsing the specified user message + virtual bool GetUserMessageInfo( int msg_type, char *name, int maxnamelength, int& size ) = 0; + + // Hand over the StandardSendProxies in the game DLL's module. + virtual CStandardSendProxies* GetStandardSendProxies() = 0; + + // Called once during startup, after the game .dll has been loaded and after the client .dll has also been loaded + virtual void PostInit() = 0; + // Called once per frame even when no level is loaded... + virtual void Think( bool finalTick ) = 0; + +#ifdef _XBOX + virtual void GetTitleName( const char *pMapName, char* pTitleBuff, int titleBuffSize ) = 0; +#endif + + virtual void PreSaveGameLoaded( char const *pSaveName, bool bCurrentlyInGame ) = 0; + + // 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. + virtual bool ShouldHideServer( void ) = 0; + + virtual void InvalidateMdlCache() = 0; + + // * This function is new with version 6 of the interface. + // + // This is called when a query from IServerPluginHelpers::StartQueryCvarValue is finished. + // iCookie is the value returned by IServerPluginHelpers::StartQueryCvarValue. + // Added with version 2 of the interface. + virtual void OnQueryCvarValueFinished( QueryCvarCookie_t iCookie, edict_t *pPlayerEntity, EQueryCvarValueStatus eStatus, const char *pCvarName, const char *pCvarValue ) = 0; + + // Called after the steam API has been activated post-level startup + virtual void GameServerSteamAPIActivated( void ) = 0; + + // Called after the steam API has been shutdown post-level startup + virtual void GameServerSteamAPIShutdown( void ) = 0; + + virtual void SetServerHibernation( bool bHibernating ) = 0; + + // interface to the new GC based lobby system + virtual IServerGCLobby *GetServerGCLobby() = 0; + + // Return override string to show in the server browser + // "map" column, or NULL to just use the default value + // (the map name) + virtual const char *GetServerBrowserMapOverride() = 0; + + // Get gamedata string to send to the master serer updater. + virtual const char *GetServerBrowserGameData() = 0; +}; + +typedef IServerGameDLL IServerGameDLL008; + +//----------------------------------------------------------------------------- +// Just an interface version name for the random number interface +// See vstdlib/random.h for the interface definition +// NOTE: If you change this, also change VENGINE_CLIENT_RANDOM_INTERFACE_VERSION in cdll_int.h +//----------------------------------------------------------------------------- +#define VENGINE_SERVER_RANDOM_INTERFACE_VERSION "VEngineRandom001" + +#define INTERFACEVERSION_SERVERGAMEENTS "ServerGameEnts001" +//----------------------------------------------------------------------------- +// Purpose: Interface to get at server entities +//----------------------------------------------------------------------------- +abstract_class IServerGameEnts +{ +public: + virtual ~IServerGameEnts() {} + + // Only for debugging. Set the edict base so you can get an edict's index in the debugger while debugging the game .dll + virtual void SetDebugEdictBase(edict_t *base) = 0; + + // The engine wants to mark two entities as touching + virtual void MarkEntitiesAsTouching( edict_t *e1, edict_t *e2 ) = 0; + + // Frees the entity attached to this edict + virtual void FreeContainingEntity( edict_t * ) = 0; + + // This allows the engine to get at edicts in a CGameTrace. + virtual edict_t* BaseEntityToEdict( CBaseEntity *pEnt ) = 0; + virtual CBaseEntity* EdictToBaseEntity( edict_t *pEdict ) = 0; + + // This sets a bit in pInfo for each edict in the list that wants to be transmitted to the + // client specified in pInfo. + // + // This is also where an entity can force other entities to be transmitted if it refers to them + // with ehandles. + virtual void CheckTransmit( CCheckTransmitInfo *pInfo, const unsigned short *pEdictIndices, int nEdicts ) = 0; +}; + +#define INTERFACEVERSION_SERVERGAMECLIENTS_VERSION_3 "ServerGameClients003" +#define INTERFACEVERSION_SERVERGAMECLIENTS "ServerGameClients004" + +//----------------------------------------------------------------------------- +// Purpose: Player / Client related functions +//----------------------------------------------------------------------------- +abstract_class IServerGameClients +{ +public: + // Get server maxplayers and lower bound for same + virtual void GetPlayerLimits( int& minplayers, int& maxplayers, int &defaultMaxPlayers ) const = 0; + + // Client is connecting to server ( return false to reject the connection ) + // You can specify a rejection message by writing it into reject + virtual bool ClientConnect( edict_t *pEntity, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen ) = 0; + + // Client is going active + // If bLoadGame is true, don't spawn the player because its state is already setup. + virtual void ClientActive( edict_t *pEntity, bool bLoadGame ) = 0; + + // Client is disconnecting from server + virtual void ClientDisconnect( edict_t *pEntity ) = 0; + + // Client is connected and should be put in the game + virtual void ClientPutInServer( edict_t *pEntity, char const *playername ) = 0; + + // The client has typed a command at the console + virtual void ClientCommand( edict_t *pEntity, const CCommand &args ) = 0; + + // Sets the client index for the client who typed the command into his/her console + virtual void SetCommandClient( int index ) = 0; + + // A player changed one/several replicated cvars (name etc) + virtual void ClientSettingsChanged( edict_t *pEdict ) = 0; + + // Determine PVS origin and set PVS for the player/viewentity + virtual void ClientSetupVisibility( edict_t *pViewEntity, edict_t *pClient, unsigned char *pvs, int pvssize ) = 0; + + // A block of CUserCmds has arrived from the user, decode them and buffer for execution during player simulation + virtual float ProcessUsercmds( edict_t *player, bf_read *buf, int numcmds, int totalcmds, + int dropped_packets, bool ignore, bool paused ) = 0; + + // Let the game .dll do stuff after messages have been sent to all of the clients once the server frame is complete + virtual void PostClientMessagesSent_DEPRECIATED( void ) = 0; + + // For players, looks up the CPlayerState structure corresponding to the player + virtual CPlayerState *GetPlayerState( edict_t *player ) = 0; + + // Get the ear position for a specified client + virtual void ClientEarPosition( edict_t *pEntity, Vector *pEarOrigin ) = 0; + + // returns number of delay ticks if player is in Replay mode (0 = no delay) + virtual int GetReplayDelay( edict_t *player, int& entity ) = 0; + + // Anything this game .dll wants to add to the bug reporter text (e.g., the entity/model under the picker crosshair) + // can be added here + virtual void GetBugReportInfo( char *buf, int buflen ) = 0; + + // A user has had their network id setup and validated + virtual void NetworkIDValidated( const char *pszUserName, const char *pszNetworkID ) = 0; + + // The client has submitted a keyvalues command + virtual void ClientCommandKeyValues( edict_t *pEntity, KeyValues *pKeyValues ) = 0; + + // Hook for player spawning + virtual void ClientSpawned( edict_t *pPlayer ) = 0; +}; + +typedef IServerGameClients IServerGameClients003; + + +#define INTERFACEVERSION_UPLOADGAMESTATS "ServerUploadGameStats001" + +abstract_class IUploadGameStats +{ +public: + // Note that this call will block the server until the upload is completed, so use only at levelshutdown if at all. + virtual bool UploadGameStats( + char const *mapname, // Game map name + unsigned int blobversion, // Version of the binary blob data + unsigned int blobsize, // Size in bytes of blob data + const void *pvBlobData ) = 0; // Pointer to the blob data. + + // Call when created to init the CSER connection + virtual void InitConnection( void ) = 0; + + // Call periodically to poll steam for a CSER connection + virtual void UpdateConnection( void ) = 0; + + // If user has disabled stats tracking, do nothing + virtual bool IsGameStatsLoggingEnabled() = 0; + + // Gets a non-personally identifiable unique ID for this steam user, used for tracking total gameplay time across + // multiple stats sessions, but isn't trackable back to their Steam account or id. + // Buffer should be 16 bytes, ID will come back as a hexadecimal string version of a GUID + virtual void GetPseudoUniqueId( char *buf, size_t bufsize ) = 0; + + // For determining general % of users running using cyber cafe accounts... + virtual bool IsCyberCafeUser( void ) = 0; + + // Only works in single player + virtual bool IsHDREnabled( void ) = 0; +}; + +#define INTERFACEVERSION_PLUGINHELPERSCHECK "PluginHelpersCheck001" + +//----------------------------------------------------------------------------- +// Purpose: allows the game dll to control which plugin functions can be run +//----------------------------------------------------------------------------- +abstract_class IPluginHelpersCheck +{ +public: + virtual bool CreateMessage( const char *plugin, edict_t *pEntity, DIALOG_TYPE type, KeyValues *data ) = 0; +}; + +//----------------------------------------------------------------------------- +// Purpose: Interface exposed from the client .dll back to the engine for specifying shared .dll IAppSystems (e.g., ISoundEmitterSystem) +//----------------------------------------------------------------------------- +abstract_class IServerDLLSharedAppSystems +{ +public: + virtual int Count() = 0; + virtual char const *GetDllName( int idx ) = 0; + virtual char const *GetInterfaceName( int idx ) = 0; +}; + +#define SERVER_DLL_SHARED_APPSYSTEMS "VServerDllSharedAppSystems001" + +#define INTERFACEVERSION_SERVERGAMETAGS "ServerGameTags001" + +//----------------------------------------------------------------------------- +// Purpose: querying the game dll for Server cvar tags +//----------------------------------------------------------------------------- +abstract_class IServerGameTags +{ +public: + // Get the list of cvars that require tags to show differently in the server browser + virtual void GetTaggedConVarList( KeyValues *pCvarTagList ) = 0; +}; + +//----------------------------------------------------------------------------- +// Purpose: Provide hooks for the GC based lobby system +//----------------------------------------------------------------------------- +abstract_class IServerGCLobby +{ +public: + virtual bool HasLobby() const = 0; + virtual bool SteamIDAllowedToConnect( const CSteamID &steamId ) const = 0; + virtual void UpdateServerDetails(void) = 0; + virtual bool ShouldHibernate() = 0; +}; + +#endif // EIFACE_H |