diff options
Diffstat (limited to 'mp/src/game/server/gameinterface.h')
| -rw-r--r-- | mp/src/game/server/gameinterface.h | 426 |
1 files changed, 213 insertions, 213 deletions
diff --git a/mp/src/game/server/gameinterface.h b/mp/src/game/server/gameinterface.h index a824852d..c0d7a6da 100644 --- a/mp/src/game/server/gameinterface.h +++ b/mp/src/game/server/gameinterface.h @@ -1,213 +1,213 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Expose things from GameInterface.cpp. Mostly the engine interfaces.
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#ifndef GAMEINTERFACE_H
-#define GAMEINTERFACE_H
-
-#ifdef _WIN32
-#pragma once
-#endif
-
-#include "mapentities.h"
-
-class IReplayFactory;
-
-extern INetworkStringTable *g_pStringTableInfoPanel;
-extern INetworkStringTable *g_pStringTableServerMapCycle;
-
-#ifdef TF_DLL
-extern INetworkStringTable *g_pStringTableServerPopFiles;
-#endif
-
-// Player / Client related functions
-// Most of this is implemented in gameinterface.cpp, but some of it is per-mod in files like cs_gameinterface.cpp, etc.
-class CServerGameClients : public IServerGameClients
-{
-public:
- virtual bool ClientConnect( edict_t *pEntity, char const* pszName, char const* pszAddress, char *reject, int maxrejectlen );
- virtual void ClientActive( edict_t *pEntity, bool bLoadGame );
- virtual void ClientDisconnect( edict_t *pEntity );
- virtual void ClientPutInServer( edict_t *pEntity, const char *playername );
- virtual void ClientCommand( edict_t *pEntity, const CCommand &args );
- virtual void ClientSettingsChanged( edict_t *pEntity );
- virtual void ClientSetupVisibility( edict_t *pViewEntity, edict_t *pClient, unsigned char *pvs, int pvssize );
- virtual float ProcessUsercmds( edict_t *player, bf_read *buf, int numcmds, int totalcmds,
- int dropped_packets, bool ignore, bool paused );
- // Player is running a command
- virtual void PostClientMessagesSent_DEPRECIATED( void );
- virtual void SetCommandClient( int index );
- virtual CPlayerState *GetPlayerState( edict_t *player );
- virtual void ClientEarPosition( edict_t *pEntity, Vector *pEarOrigin );
-
- virtual void GetPlayerLimits( int& minplayers, int& maxplayers, int &defaultMaxPlayers ) const;
-
- // returns number of delay ticks if player is in Replay mode (0 = no delay)
- virtual int GetReplayDelay( edict_t *player, int& entity );
- // 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 );
- virtual void NetworkIDValidated( const char *pszUserName, const char *pszNetworkID );
-
- // The client has submitted a keyvalues command
- virtual void ClientCommandKeyValues( edict_t *pEntity, KeyValues *pKeyValues );
-
- // Notify that the player is spawned
- virtual void ClientSpawned( edict_t *pPlayer );
-};
-
-
-class CServerGameDLL : public IServerGameDLL
-{
-public:
- virtual bool DLLInit(CreateInterfaceFn engineFactory, CreateInterfaceFn physicsFactory,
- CreateInterfaceFn fileSystemFactory, CGlobalVars *pGlobals);
- virtual void DLLShutdown( void );
- // Get the simulation interval (must be compiled with identical values into both client and game .dll for MOD!!!)
- virtual bool ReplayInit( CreateInterfaceFn fnReplayFactory );
- virtual float GetTickInterval( void ) const;
- virtual bool GameInit( void );
- virtual void GameShutdown( void );
- virtual bool LevelInit( const char *pMapName, char const *pMapEntities, char const *pOldLevel, char const *pLandmarkName, bool loadGame, bool background );
- virtual void ServerActivate( edict_t *pEdictList, int edictCount, int clientMax );
- virtual void LevelShutdown( void );
- virtual void GameFrame( bool simulating ); // could be called multiple times before sending data to clients
- virtual void PreClientUpdate( bool simulating ); // called after all GameFrame() calls, before sending data to clients
-
- virtual ServerClass* GetAllServerClasses( void );
- virtual const char *GetGameDescription( void );
- virtual void CreateNetworkStringTables( void );
-
- // Save/restore system hooks
- virtual CSaveRestoreData *SaveInit( int size );
- virtual void SaveWriteFields( CSaveRestoreData *, char const* , void *, datamap_t *, typedescription_t *, int );
- virtual void SaveReadFields( CSaveRestoreData *, char const* , void *, datamap_t *, typedescription_t *, int );
- virtual void SaveGlobalState( CSaveRestoreData * );
- virtual void RestoreGlobalState( CSaveRestoreData * );
- virtual int CreateEntityTransitionList( CSaveRestoreData *, int );
- virtual void BuildAdjacentMapList( void );
-
- virtual void PreSave( CSaveRestoreData * );
- virtual void Save( CSaveRestoreData * );
- virtual void GetSaveComment( char *comment, int maxlength, float flMinutes, float flSeconds, bool bNoTime = false );
-#ifdef _XBOX
- virtual void GetTitleName( const char *pMapName, char* pTitleBuff, int titleBuffSize );
-#endif
- virtual void WriteSaveHeaders( CSaveRestoreData * );
-
- virtual void ReadRestoreHeaders( CSaveRestoreData * );
- virtual void Restore( CSaveRestoreData *, bool );
- virtual bool IsRestoring();
-
- // Retrieve info needed for parsing the specified user message
- virtual bool GetUserMessageInfo( int msg_type, char *name, int maxnamelength, int& size );
-
- virtual CStandardSendProxies* GetStandardSendProxies();
-
- virtual void PostInit();
- virtual void Think( bool finalTick );
-
- virtual void OnQueryCvarValueFinished( QueryCvarCookie_t iCookie, edict_t *pPlayerEntity, EQueryCvarValueStatus eStatus, const char *pCvarName, const char *pCvarValue );
-
- virtual void PreSaveGameLoaded( char const *pSaveName, bool bInGame );
-
- // 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 );
-
- virtual void InvalidateMdlCache();
-
- virtual void SetServerHibernation( bool bHibernating );
-
- float m_fAutoSaveDangerousTime;
- float m_fAutoSaveDangerousMinHealthToCommit;
- bool m_bIsHibernating;
-
- // Called after the steam API has been activated post-level startup
- virtual void GameServerSteamAPIActivated( void );
-
- // Called after the steam API has been shutdown post-level startup
- virtual void GameServerSteamAPIShutdown( void );
-
- // interface to the new GC based lobby system
- virtual IServerGCLobby *GetServerGCLobby() OVERRIDE;
-
- virtual const char *GetServerBrowserMapOverride() OVERRIDE;
- virtual const char *GetServerBrowserGameData() OVERRIDE;
-
-private:
-
- // This can just be a wrapper on MapEntity_ParseAllEntities, but CS does some tricks in here
- // with the entity list.
- void LevelInit_ParseAllEntities( const char *pMapEntities );
- void LoadMessageOfTheDay();
- void LoadSpecificMOTDMsg( const ConVar &convar, const char *pszStringName );
-};
-
-
-// Normally, when the engine calls ClientPutInServer, it calls a global function in the game DLL
-// by the same name. Use this to override the function that it calls. This is used for bots.
-typedef CBasePlayer* (*ClientPutInServerOverrideFn)( edict_t *pEdict, const char *playername );
-
-void ClientPutInServerOverride( ClientPutInServerOverrideFn fn );
-
-// -------------------------------------------------------------------------------------------- //
-// Entity list management stuff.
-// -------------------------------------------------------------------------------------------- //
-// These are created for map entities in order as the map entities are spawned.
-class CMapEntityRef
-{
-public:
- int m_iEdict; // Which edict slot this entity got. -1 if CreateEntityByName failed.
- int m_iSerialNumber; // The edict serial number. TODO used anywhere ?
-};
-
-extern CUtlLinkedList<CMapEntityRef, unsigned short> g_MapEntityRefs;
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-class CMapLoadEntityFilter : public IMapEntityFilter
-{
-public:
- virtual bool ShouldCreateEntity( const char *pClassname )
- {
- // During map load, create all the entities.
- return true;
- }
-
- virtual CBaseEntity* CreateNextEntity( const char *pClassname )
- {
- CBaseEntity *pRet = CreateEntityByName( pClassname );
-
- CMapEntityRef ref;
- ref.m_iEdict = -1;
- ref.m_iSerialNumber = -1;
-
- if ( pRet )
- {
- ref.m_iEdict = pRet->entindex();
- if ( pRet->edict() )
- ref.m_iSerialNumber = pRet->edict()->m_NetworkSerialNumber;
- }
-
- g_MapEntityRefs.AddToTail( ref );
- return pRet;
- }
-};
-
-bool IsEngineThreaded();
-
-class CServerGameTags : public IServerGameTags
-{
-public:
- virtual void GetTaggedConVarList( KeyValues *pCvarTagList );
-
-};
-EXPOSE_SINGLE_INTERFACE( CServerGameTags, IServerGameTags, INTERFACEVERSION_SERVERGAMETAGS );
-
-#endif // GAMEINTERFACE_H
-
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Expose things from GameInterface.cpp. Mostly the engine interfaces. +// +// $NoKeywords: $ +//=============================================================================// + +#ifndef GAMEINTERFACE_H +#define GAMEINTERFACE_H + +#ifdef _WIN32 +#pragma once +#endif + +#include "mapentities.h" + +class IReplayFactory; + +extern INetworkStringTable *g_pStringTableInfoPanel; +extern INetworkStringTable *g_pStringTableServerMapCycle; + +#ifdef TF_DLL +extern INetworkStringTable *g_pStringTableServerPopFiles; +#endif + +// Player / Client related functions +// Most of this is implemented in gameinterface.cpp, but some of it is per-mod in files like cs_gameinterface.cpp, etc. +class CServerGameClients : public IServerGameClients +{ +public: + virtual bool ClientConnect( edict_t *pEntity, char const* pszName, char const* pszAddress, char *reject, int maxrejectlen ); + virtual void ClientActive( edict_t *pEntity, bool bLoadGame ); + virtual void ClientDisconnect( edict_t *pEntity ); + virtual void ClientPutInServer( edict_t *pEntity, const char *playername ); + virtual void ClientCommand( edict_t *pEntity, const CCommand &args ); + virtual void ClientSettingsChanged( edict_t *pEntity ); + virtual void ClientSetupVisibility( edict_t *pViewEntity, edict_t *pClient, unsigned char *pvs, int pvssize ); + virtual float ProcessUsercmds( edict_t *player, bf_read *buf, int numcmds, int totalcmds, + int dropped_packets, bool ignore, bool paused ); + // Player is running a command + virtual void PostClientMessagesSent_DEPRECIATED( void ); + virtual void SetCommandClient( int index ); + virtual CPlayerState *GetPlayerState( edict_t *player ); + virtual void ClientEarPosition( edict_t *pEntity, Vector *pEarOrigin ); + + virtual void GetPlayerLimits( int& minplayers, int& maxplayers, int &defaultMaxPlayers ) const; + + // returns number of delay ticks if player is in Replay mode (0 = no delay) + virtual int GetReplayDelay( edict_t *player, int& entity ); + // 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 ); + virtual void NetworkIDValidated( const char *pszUserName, const char *pszNetworkID ); + + // The client has submitted a keyvalues command + virtual void ClientCommandKeyValues( edict_t *pEntity, KeyValues *pKeyValues ); + + // Notify that the player is spawned + virtual void ClientSpawned( edict_t *pPlayer ); +}; + + +class CServerGameDLL : public IServerGameDLL +{ +public: + virtual bool DLLInit(CreateInterfaceFn engineFactory, CreateInterfaceFn physicsFactory, + CreateInterfaceFn fileSystemFactory, CGlobalVars *pGlobals); + virtual void DLLShutdown( void ); + // Get the simulation interval (must be compiled with identical values into both client and game .dll for MOD!!!) + virtual bool ReplayInit( CreateInterfaceFn fnReplayFactory ); + virtual float GetTickInterval( void ) const; + virtual bool GameInit( void ); + virtual void GameShutdown( void ); + virtual bool LevelInit( const char *pMapName, char const *pMapEntities, char const *pOldLevel, char const *pLandmarkName, bool loadGame, bool background ); + virtual void ServerActivate( edict_t *pEdictList, int edictCount, int clientMax ); + virtual void LevelShutdown( void ); + virtual void GameFrame( bool simulating ); // could be called multiple times before sending data to clients + virtual void PreClientUpdate( bool simulating ); // called after all GameFrame() calls, before sending data to clients + + virtual ServerClass* GetAllServerClasses( void ); + virtual const char *GetGameDescription( void ); + virtual void CreateNetworkStringTables( void ); + + // Save/restore system hooks + virtual CSaveRestoreData *SaveInit( int size ); + virtual void SaveWriteFields( CSaveRestoreData *, char const* , void *, datamap_t *, typedescription_t *, int ); + virtual void SaveReadFields( CSaveRestoreData *, char const* , void *, datamap_t *, typedescription_t *, int ); + virtual void SaveGlobalState( CSaveRestoreData * ); + virtual void RestoreGlobalState( CSaveRestoreData * ); + virtual int CreateEntityTransitionList( CSaveRestoreData *, int ); + virtual void BuildAdjacentMapList( void ); + + virtual void PreSave( CSaveRestoreData * ); + virtual void Save( CSaveRestoreData * ); + virtual void GetSaveComment( char *comment, int maxlength, float flMinutes, float flSeconds, bool bNoTime = false ); +#ifdef _XBOX + virtual void GetTitleName( const char *pMapName, char* pTitleBuff, int titleBuffSize ); +#endif + virtual void WriteSaveHeaders( CSaveRestoreData * ); + + virtual void ReadRestoreHeaders( CSaveRestoreData * ); + virtual void Restore( CSaveRestoreData *, bool ); + virtual bool IsRestoring(); + + // Retrieve info needed for parsing the specified user message + virtual bool GetUserMessageInfo( int msg_type, char *name, int maxnamelength, int& size ); + + virtual CStandardSendProxies* GetStandardSendProxies(); + + virtual void PostInit(); + virtual void Think( bool finalTick ); + + virtual void OnQueryCvarValueFinished( QueryCvarCookie_t iCookie, edict_t *pPlayerEntity, EQueryCvarValueStatus eStatus, const char *pCvarName, const char *pCvarValue ); + + virtual void PreSaveGameLoaded( char const *pSaveName, bool bInGame ); + + // 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 ); + + virtual void InvalidateMdlCache(); + + virtual void SetServerHibernation( bool bHibernating ); + + float m_fAutoSaveDangerousTime; + float m_fAutoSaveDangerousMinHealthToCommit; + bool m_bIsHibernating; + + // Called after the steam API has been activated post-level startup + virtual void GameServerSteamAPIActivated( void ); + + // Called after the steam API has been shutdown post-level startup + virtual void GameServerSteamAPIShutdown( void ); + + // interface to the new GC based lobby system + virtual IServerGCLobby *GetServerGCLobby() OVERRIDE; + + virtual const char *GetServerBrowserMapOverride() OVERRIDE; + virtual const char *GetServerBrowserGameData() OVERRIDE; + +private: + + // This can just be a wrapper on MapEntity_ParseAllEntities, but CS does some tricks in here + // with the entity list. + void LevelInit_ParseAllEntities( const char *pMapEntities ); + void LoadMessageOfTheDay(); + void LoadSpecificMOTDMsg( const ConVar &convar, const char *pszStringName ); +}; + + +// Normally, when the engine calls ClientPutInServer, it calls a global function in the game DLL +// by the same name. Use this to override the function that it calls. This is used for bots. +typedef CBasePlayer* (*ClientPutInServerOverrideFn)( edict_t *pEdict, const char *playername ); + +void ClientPutInServerOverride( ClientPutInServerOverrideFn fn ); + +// -------------------------------------------------------------------------------------------- // +// Entity list management stuff. +// -------------------------------------------------------------------------------------------- // +// These are created for map entities in order as the map entities are spawned. +class CMapEntityRef +{ +public: + int m_iEdict; // Which edict slot this entity got. -1 if CreateEntityByName failed. + int m_iSerialNumber; // The edict serial number. TODO used anywhere ? +}; + +extern CUtlLinkedList<CMapEntityRef, unsigned short> g_MapEntityRefs; + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +class CMapLoadEntityFilter : public IMapEntityFilter +{ +public: + virtual bool ShouldCreateEntity( const char *pClassname ) + { + // During map load, create all the entities. + return true; + } + + virtual CBaseEntity* CreateNextEntity( const char *pClassname ) + { + CBaseEntity *pRet = CreateEntityByName( pClassname ); + + CMapEntityRef ref; + ref.m_iEdict = -1; + ref.m_iSerialNumber = -1; + + if ( pRet ) + { + ref.m_iEdict = pRet->entindex(); + if ( pRet->edict() ) + ref.m_iSerialNumber = pRet->edict()->m_NetworkSerialNumber; + } + + g_MapEntityRefs.AddToTail( ref ); + return pRet; + } +}; + +bool IsEngineThreaded(); + +class CServerGameTags : public IServerGameTags +{ +public: + virtual void GetTaggedConVarList( KeyValues *pCvarTagList ); + +}; +EXPOSE_SINGLE_INTERFACE( CServerGameTags, IServerGameTags, INTERFACEVERSION_SERVERGAMETAGS ); + +#endif // GAMEINTERFACE_H + |