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// NOTE: Remove this file and use gameinterface.h again when my PR got merged. | ||
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//========= Copyright Valve Corporation, All rights reserved. ============// | ||
// | ||
// Purpose: Expose things from GameInterface.cpp. Mostly the engine interfaces. | ||
// | ||
// $NoKeywords: $ | ||
//=============================================================================// | ||
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#ifndef GAMEINTERFACE_H | ||
#define GAMEINTERFACE_H | ||
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#ifdef _WIN32 | ||
#pragma once | ||
#endif | ||
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#include "mapentities.h" | ||
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class IReplayFactory; | ||
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extern INetworkStringTable *g_pStringTableInfoPanel; | ||
extern INetworkStringTable *g_pStringTableServerMapCycle; | ||
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#ifdef TF_DLL | ||
extern INetworkStringTable *g_pStringTableServerPopFiles; | ||
#endif | ||
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// 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 ) OVERRIDE; | ||
virtual void ClientActive( edict_t *pEntity, bool bLoadGame ) OVERRIDE; | ||
virtual void ClientDisconnect( edict_t *pEntity ) OVERRIDE; | ||
virtual void ClientPutInServer( edict_t *pEntity, const char *playername ) OVERRIDE; | ||
virtual void ClientCommand( edict_t *pEntity, const CCommand &args ) OVERRIDE; | ||
virtual void ClientSettingsChanged( edict_t *pEntity ) OVERRIDE; | ||
virtual void ClientSetupVisibility( edict_t *pViewEntity, edict_t *pClient, unsigned char *pvs, int pvssize ) OVERRIDE; | ||
virtual float ProcessUsercmds( edict_t *player, bf_read *buf, int numcmds, int totalcmds, | ||
int dropped_packets, bool ignore, bool paused ) OVERRIDE; | ||
// Player is running a command | ||
virtual void PostClientMessagesSent_DEPRECIATED( void ) OVERRIDE; | ||
virtual void SetCommandClient( int index ) OVERRIDE; | ||
virtual CPlayerState *GetPlayerState( edict_t *player ) OVERRIDE; | ||
virtual void ClientEarPosition( edict_t *pEntity, Vector *pEarOrigin ) OVERRIDE; | ||
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virtual void GetPlayerLimits( int& minplayers, int& maxplayers, int &defaultMaxPlayers ) const OVERRIDE; | ||
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// returns number of delay ticks if player is in Replay mode (0 = no delay) | ||
virtual int GetReplayDelay( edict_t *player, int& entity ) OVERRIDE; | ||
// 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 ) OVERRIDE; | ||
virtual void NetworkIDValidated( const char *pszUserName, const char *pszNetworkID ) OVERRIDE; | ||
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// The client has submitted a keyvalues command | ||
virtual void ClientCommandKeyValues( edict_t *pEntity, KeyValues *pKeyValues ) OVERRIDE; | ||
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// Notify that the player is spawned | ||
virtual void ClientSpawned( edict_t *pPlayer ) OVERRIDE; | ||
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virtual void GMOD_ReceiveClientMessage( int unknown, edict_t* pPlayer, bf_read* msg, int unknown2 ) OVERRIDE; | ||
virtual void GMOD_ClientConnected( int userID ) OVERRIDE; | ||
virtual void GMOD_SentClientStringTables( int userID ) OVERRIDE; | ||
}; | ||
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class CServerGameDLL : public IServerGameDLL | ||
{ | ||
public: | ||
virtual void PreInit( CreateInterfaceFn, IGet * ) OVERRIDE; | ||
virtual bool DLLInit( CreateInterfaceFn engineFactory, CreateInterfaceFn physicsFactory, | ||
CreateInterfaceFn fileSystemFactory, CGlobalVars *pGlobals ) OVERRIDE; | ||
virtual void DLLShutdown( void ) OVERRIDE; | ||
// Get the simulation interval (must be compiled with identical values into both client and game .dll for MOD!!!) | ||
virtual bool ReplayInit( CreateInterfaceFn fnReplayFactory ) OVERRIDE; | ||
virtual float GetTickInterval( void ) const OVERRIDE; | ||
virtual bool GameInit( void ) OVERRIDE; | ||
virtual void GameShutdown( void ) OVERRIDE; | ||
virtual bool LevelInit( const char *pMapName, char const *pMapEntities, char const *pOldLevel, char const *pLandmarkName, bool loadGame, bool background ) OVERRIDE; | ||
virtual void ServerActivate( edict_t *pEdictList, int edictCount, int clientMax ) OVERRIDE; | ||
virtual void LevelShutdown( void ) OVERRIDE; | ||
virtual void GameFrame( bool simulating ) OVERRIDE; // could be called multiple times before sending data to clients | ||
virtual void PreClientUpdate( bool simulating ) OVERRIDE; // called after all GameFrame() calls, before sending data to clients | ||
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virtual ServerClass* GetAllServerClasses( void ) OVERRIDE; | ||
virtual const char *GetGameDescription( void ) OVERRIDE; | ||
virtual void CreateNetworkStringTables( void ) OVERRIDE; | ||
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// Save/restore system hooks | ||
virtual CSaveRestoreData *SaveInit( int size ) OVERRIDE; | ||
virtual void SaveWriteFields( CSaveRestoreData *, char const* , void *, datamap_t *, typedescription_t *, int ) OVERRIDE; | ||
virtual void SaveReadFields( CSaveRestoreData *, char const* , void *, datamap_t *, typedescription_t *, int ) OVERRIDE; | ||
virtual void SaveGlobalState( CSaveRestoreData * ) OVERRIDE; | ||
virtual void RestoreGlobalState( CSaveRestoreData * ) OVERRIDE; | ||
virtual int CreateEntityTransitionList( CSaveRestoreData *, int ) OVERRIDE; | ||
virtual void BuildAdjacentMapList( void ) OVERRIDE; | ||
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virtual void PreSave( CSaveRestoreData * ) OVERRIDE; | ||
virtual void Save( CSaveRestoreData * ) OVERRIDE; | ||
virtual void GetSaveComment( char *comment, int maxlength, float flMinutes, float flSeconds, bool bNoTime = false ) OVERRIDE; | ||
#ifdef _XBOX | ||
virtual void GetTitleName( const char *pMapName, char* pTitleBuff, int titleBuffSize ) OVERRIDE; | ||
#endif | ||
virtual void WriteSaveHeaders( CSaveRestoreData * ) OVERRIDE; | ||
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virtual void ReadRestoreHeaders( CSaveRestoreData * ) OVERRIDE; | ||
virtual void Restore( CSaveRestoreData *, bool ) OVERRIDE; | ||
virtual bool IsRestoring() OVERRIDE; | ||
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// Retrieve info needed for parsing the specified user message | ||
virtual bool GetUserMessageInfo( int msg_type, char *name, int maxnamelength, int& size ) OVERRIDE; | ||
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virtual CStandardSendProxies* GetStandardSendProxies() OVERRIDE; | ||
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virtual void PostInit() OVERRIDE; | ||
virtual void Think( bool finalTick ) OVERRIDE; | ||
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virtual void OnQueryCvarValueFinished( QueryCvarCookie_t iCookie, edict_t *pPlayerEntity, EQueryCvarValueStatus eStatus, const char *pCvarName, const char *pCvarValue ) OVERRIDE; | ||
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virtual void PreSaveGameLoaded( char const *pSaveName, bool bInGame ) OVERRIDE; | ||
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// 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 ) OVERRIDE; | ||
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virtual void InvalidateMdlCache() OVERRIDE; | ||
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virtual void SetServerHibernation( bool bHibernating ) OVERRIDE; | ||
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float m_fAutoSaveDangerousTime; | ||
float m_fAutoSaveDangerousMinHealthToCommit; | ||
bool m_bIsHibernating; | ||
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// Called after the steam API has been activated post-level startup | ||
virtual void GameServerSteamAPIActivated( void ) OVERRIDE; | ||
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// Called after the steam API has been shutdown post-level startup | ||
virtual void GameServerSteamAPIShutdown( void ) OVERRIDE; | ||
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// interface to the new GC based lobby system | ||
virtual IServerGCLobby *GetServerGCLobby() OVERRIDE; | ||
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virtual const char *GetServerBrowserMapOverride() OVERRIDE; | ||
virtual const char *GetServerBrowserGameData() OVERRIDE; | ||
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virtual bool GMOD_CheckPassword( unsigned long long, char const*, char const*, char const*, char const*, char *, uint ) OVERRIDE; | ||
virtual void GMOD_ClientSignOnStateChanged( int userID, int oldState, int newState ) OVERRIDE; | ||
virtual void GMOD_OnAllSoundsStoppedSV() OVERRIDE; | ||
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private: | ||
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// 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 ); | ||
}; | ||
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// 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 ); | ||
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void ClientPutInServerOverride( ClientPutInServerOverrideFn fn ); | ||
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// -------------------------------------------------------------------------------------------- // | ||
// 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 ? | ||
}; | ||
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extern CUtlLinkedList<CMapEntityRef, unsigned short> g_MapEntityRefs; | ||
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//----------------------------------------------------------------------------- | ||
// Purpose: | ||
//----------------------------------------------------------------------------- | ||
class CMapLoadEntityFilter : public IMapEntityFilter | ||
{ | ||
public: | ||
virtual bool ShouldCreateEntity( const char *pClassname ) | ||
{ | ||
// During map load, create all the entities. | ||
return true; | ||
} | ||
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virtual CBaseEntity* CreateNextEntity( const char *pClassname ) | ||
{ | ||
CBaseEntity *pRet = CreateEntityByName( pClassname ); | ||
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CMapEntityRef ref; | ||
ref.m_iEdict = -1; | ||
ref.m_iSerialNumber = -1; | ||
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if ( pRet ) | ||
{ | ||
ref.m_iEdict = pRet->entindex(); | ||
if ( pRet->edict() ) | ||
ref.m_iSerialNumber = pRet->edict()->m_NetworkSerialNumber; | ||
} | ||
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g_MapEntityRefs.AddToTail( ref ); | ||
return pRet; | ||
} | ||
}; | ||
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bool IsEngineThreaded(); | ||
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class CServerGameTags : public IServerGameTags | ||
{ | ||
public: | ||
virtual void GetTaggedConVarList( KeyValues *pCvarTagList ); | ||
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}; | ||
EXPOSE_SINGLE_INTERFACE( CServerGameTags, IServerGameTags, INTERFACEVERSION_SERVERGAMETAGS ); | ||
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#endif // GAMEINTERFACE_H | ||
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