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diff --git a/mp/src/common/replay/iclientreplayhistorymanager.h b/mp/src/common/replay/iclientreplayhistorymanager.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+//=======================================================================================//
+
+#ifndef ICLIENTREPLAYHISTORYMANAGER_H
+#define ICLIENTREPLAYHISTORYMANAGER_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+//----------------------------------------------------------------------------------------
+
+#include "replay/replayhandle.h"
+#include "replay/screenshot.h"
+#include "interface.h"
+#include "qlimits.h"
+#include "convar.h"
+#include "engine/http.h"
+#include "tier1/utllinkedlist.h"
+#include "tier1/checksum_crc.h"
+#include <time.h>
+
+//----------------------------------------------------------------------------------------
+
+class IReplayDownloadGroup;
+class IReplayDownloadGroupHelper;
+class CDmxElement;
+class KeyValues;
+struct CaptureScreenshotParams_t;
+struct RenderMovieParams_t;
+class CBaseReplay;
+class CReplay;
+class IReplayMovieRenderer;
+class IReplayMovieManager;
+class IReplayMovie;
+class IReplayPerformanceManager;
+class IGameEvent;
+
+//----------------------------------------------------------------------------------------
+
+class IClientReplayHistoryManager : public IBaseInterface
+{
+public:
+ virtual bool Init( CreateInterfaceFn fnCreateFactory ) = 0;
+ virtual void Shutdown() = 0;
+ virtual void Think() = 0;
+
+ virtual bool IsInitialized() const = 0;
+ virtual bool Commit( CBaseReplay *pNewReplay ) = 0;
+
+ virtual void Save() = 0; // Write the entire index and any replays/groups/movies that are marked as dirty
+ virtual void FlagReplayForFlush( CBaseReplay *pReplay, bool bForceImmediateWrite ) = 0; // Mark the given replay as dirty - flush to disk at the next opportunity (see CBaseReplayHistoryManager::FlushThink())
+
+ virtual void Nuke() = 0;
+
+ virtual void DeleteReplay( ReplayHandle_t hReplay, bool bNotifyUI ) = 0;
+ virtual CBaseReplay *GetReplay( ReplayHandle_t hReplay ) = 0;
+
+ virtual const char *GetBaseDirectory() = 0; // Returns full directory to wherever replays.dmx lives, e.g. c:\program files (x86)\steam\steamapps\someuser\team fortress 2\game\tf\replays\client\ (or server\) - NOTE: includes trailing slash
+ virtual const char *GetReplaysSubDir() = 0; // Returns "client" or "server"
+
+ // For loop through all replays - indices should not be cached
+ virtual int GetReplayCount() const = 0;
+// virtual CBaseReplay *GetReplayAtIndex( int nIndex ) = 0;
+
+ virtual const char *GetFullReplayPath() = 0; // Get c:\...\game\tf\replays\<client or server>\
+
+ // Client-specific
+ virtual int GetAdjustedDeathTick( CReplay *pReplay ) = 0;
+ virtual void FlagDownloadGroupForFlush( IReplayDownloadGroup *pGroup, bool bForceImmediate ) = 0;
+ virtual void FlagMovieForFlush( IReplayMovie *pMovie, bool bForceImmediate ) = 0; // Flag the movie for flush - if pMovie is NULL, mark the index for flush
+ virtual void SetMovieRenderer( IReplayMovieRenderer *pRenderer ) = 0; // Set to be the panel that renders replay movies, or NULL when nothing is rendering
+ virtual bool ShouldGameRenderView() = 0; // Called from V_RenderView() to determine whether the game should render - used during movie rendering
+ virtual int GetUnrenderedReplayCount() = 0; // Get the number of unrendered replays
+ virtual void UpdateCurrentReplayDataFromServer() = 0; // Updates start tick, current file url, demo filename
+ virtual void LinkReplayToDownloadGroup() = 0;
+ virtual void CaptureScreenshot( CaptureScreenshotParams_t &params ) = 0; // Schedules a screenshot capture at flDelay seconds in the future
+ virtual void DoCaptureScreenshot() = 0; // Takes the screenshot right now
+ virtual bool ShouldCaptureScreenshot() = 0; // Is screenshot scheduled to be taken right now?
+ virtual void GetUnpaddedScreenshotSize( int &nWidth, int &nHeight ) = 0; // Get the dimensions for a screenshot if we take one right now, based on replay_screenshotresolution and the current aspect ratio
+ virtual void DeleteScreenshotsForReplay( CReplay *pReplay ) = 0; // Deletes all screenshots associated with the given replay
+ virtual void PlayReplay( ReplayHandle_t hReplay ) = 0; // Play the given replay, from spawn tick to death tick
+ virtual void RenderMovie( RenderMovieParams_t const& params ) = 0; // Renders the given replay - or if params.hReplay is -1, render all unrendered replays
+ virtual void CompleteRender( bool bSuccess ) = 0;
+ virtual void OnClientSideDisconnect() = 0; // Called when client disconnects
+ virtual void OnSignonStateFull() = 0;
+ virtual void OnPlayerSpawn() = 0; // Called on the client when player is spawned
+ virtual void OnPlayerClassChanged() = 0; // Called when the player's class changes - we use this instead of an event for immediacy
+ virtual void OnReplayRecordingCvarChanged() = 0; // Called (on client only) when replay_recording is set to 1
+ virtual void OnGroupDeleted() = 0;
+ virtual CReplay *GetPlayingReplay() = 0; // Get the currently playing replay, otherwise NULL if one isn't playing
+ virtual CReplay *GetReplayForCurrentLife() = 0; // Gets the current replay (constant from local player spawn until next spawn/disconnect/exit)
+ virtual bool IsRendering() = 0; // Are we currently rendering a movie?
+ virtual void CancelRender() = 0; // If we're currently rendering, cancel
+ virtual IReplayMovieManager *GetMovieManager() = 0;
+ virtual IReplayMovieRenderer *GetMovieRenderer() = 0;
+ virtual const RenderMovieParams_t *GetRenderSettings() = 0;
+ virtual IReplayDownloadGroupHelper *GetDownloadGroupHelper() = 0;
+ virtual IReplayPerformanceManager *GetPerformanceManager() = 0;
+};
+
+//----------------------------------------------------------------------------------------
+
+#endif // ICLIENTREPLAYHISTORYMANAGER_H