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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#if !defined( HOST_H )
#define HOST_H
#ifdef _WIN32
#pragma once
#endif
#include "convar.h"
#ifdef _PS3
#include "tls_ps3.h"
#endif
#define SCRIPT_DIR "scripts/"
struct model_t; struct AudioState_t; class KeyValues; class CMsg_CVars;
class CCommonHostState { public: CCommonHostState() : worldmodel( NULL ), worldbrush( NULL ), interval_per_tick( 0.0f ), max_splitscreen_players( 1 ), max_splitscreen_players_clientdll( 1 ) {}
// cl_entitites[0].model
model_t *worldmodel; struct worldbrushdata_t *worldbrush; // Tick interval for game
float interval_per_tick; // 1, unless a game supports split screen, then probably 2 or 4 (4 is the max allowable)
int max_splitscreen_players; // This is the # the client .dll thinks is the max, it might be > max_splitscreen_players in -tools mode, etc.
int max_splitscreen_players_clientdll; void SetWorldModel( model_t *pModel ); };
extern CCommonHostState host_state;
//=============================================================================
// the host system specifies the base of the directory tree, the mod + base mod
// and the amount of memory available for the program to use
struct engineparms_t { engineparms_t() : basedir( NULL ), mod( NULL ), game( NULL ), memsize( 0u ) {}
char *basedir; // Executable directory ("c:/program files/half-life 2", for example)
char *mod; // Mod name ("cstrike", for example)
char *game; // Root game name ("hl2", for example, in the case of cstrike)
unsigned int memsize; }; extern engineparms_t host_parms;
//-----------------------------------------------------------------------------
// Human readable methods to get at engineparms info
//-----------------------------------------------------------------------------
inline const char *GetCurrentMod() { return host_parms.mod; }
inline const char *GetCurrentGame() { return host_parms.game; }
inline const char *GetBaseDirectory() { return host_parms.basedir; }
//=============================================================================
//
// host
// FIXME, move all this crap somewhere else
//
// when we are using -fork, and we are the parent controlling process, we want to avoid a bunch of stuff, such as registering ourselves with the xlsp master or steam, etc
#define FORK_ID_PARENT_PROCESS -1
extern int g_nForkID; extern int g_nSocketToParentProcess; // -1 if we are not a child, otherwise its a socket that talks to the parent process
FORCEINLINE bool IsChildProcess( void ) { return g_nForkID > 0; } #ifdef _LINUX
void SendStringToParentProcess( char const *pMsg ); #endif
extern ConVar developer; extern bool host_initialized; // true if into command execution
extern float host_frametime; extern float host_frametime_unbounded; extern float host_frametime_unscaled; extern float host_frametime_stddeviation; extern float host_framestarttime_stddeviation; extern float host_frameendtime_computationduration; extern int host_framecount; // incremented every frame, never reset
extern double realtime; // not bounded in any way, changed at
// start of every frame, never reset
void Host_Error (PRINTF_FORMAT_STRING const char *error, ...) FMTFUNCTION( 1, 2 ); void Host_EndGame (bool bShowMainMenu, PRINTF_FORMAT_STRING const char *message, ...) FMTFUNCTION( 2, 3 );
// user message
#define MAX_USER_MSG_BITS 12
#define MAX_USER_MSG_DATA ( ( 1 << ( MAX_USER_MSG_BITS - 3 ) ) - 1 )
// build info
// day counter from Sep 30 2003
extern int build_number( void );
// Choke local client's/server's packets?
extern ConVar host_limitlocal; // Print a debug message when the client or server cache is missed
extern ConVar host_showcachemiss;
//#if !defined( LINUX )
extern bool g_bInEditMode; extern bool g_bInCommentaryMode; //#endif
extern bool g_bLowViolence; extern KeyValues* g_pLaunchOptions;
// Returns true if host is not single stepping/pausing through code/
// FIXME: Remove from final, retail version of code.
bool Host_ShouldRun( void ); void Host_FreeToLowMark( bool server ); void Host_FreeStateAndWorld( bool server ); void Host_Disconnect( bool bShowMainMenu ); void Host_RunFrame( float time ); void Host_DumpMemoryStats( void ); void Host_UpdateMapList( void ); float Host_GetSoundDuration( const char *pSample ); bool Host_IsSinglePlayerGame( void ); bool Host_IsLocalServer(); int Host_GetServerCount( void ); bool Host_AllowQueuedMaterialSystem( bool bAllow ); void Host_EnsureHostNameSet(); void Host_BeginThreadedSound();
// Force the voice stuff to send a packet out.
// bFinal is true when the user is done talking.
void CL_SendVoicePacket(bool bFinal);
bool Host_IsSecureServerAllowed(); void Host_DisallowSecureServers(); bool Host_AllowLoadModule( const char *pFilename, const char *pPathID, bool bAllowUnknown );
// Accumulated filtered time on machine ( i.e., host_framerate can alter host_time )
extern float host_time;
struct NetMessageCvar_t;
void Host_BuildConVarUpdateMessage( CMsg_CVars *rCvarList, int flags, bool nonDefault ); void Host_BuildUserInfoUpdateMessage( int nSplitScreenSlot, CMsg_CVars *rCvarList, bool nonDefault ); char const *Host_CleanupConVarStringValue( char const *invalue ); void Host_SetAudioState( const AudioState_t &audioState );
bool CheckVarRange_Generic( ConVar *pVar, int minVal, int maxVal );
// Total ticks run
extern int host_tickcount; // Number of ticks being run this frame
extern int host_frameticks; // Which tick are we currently on for this frame
extern int host_currentframetick;
// PERFORMANCE INFO
#define MIN_FPS 0.1 // Host minimum fps value for maxfps.
#define MAX_FPS 1000.0 // Upper limit for maxfps.
#define MAX_FRAMETIME 0.1
#define MIN_FRAMETIME 0.001
#define MAX_TOOLS_FRAMETIME 2.0
#define MIN_TOOLS_FRAMETIME 0.001
#define TIME_TO_TICKS( dt ) ( (int)( 0.5f + (float)(dt) / host_state.interval_per_tick ) )
#define TICKS_TO_TIME( dt ) ( host_state.interval_per_tick * (float)(dt) )
// Set by the game DLL to tell us to do the same timing tricks as timedemo.
extern bool g_bDedicatedServerBenchmarkMode; extern uint GetSteamAppID();
#include "steam/steamclientpublic.h"
extern EUniverse GetSteamUniverse();
//
// \return true iff PS3 (and only PS3) and Quitting (on user request or disk eject or other critical condition when we absolutely must quit within 10 seconds)
//
//
// \return true iff PS3 (and only PS3) and Quitting (on user request or disk eject or other critical condition when we absolutely must quit within 10 seconds)
//
inline bool IsPS3QuitRequested() { #ifdef _PS3
return GetTLSGlobals()->bNormalQuitRequested; #else
// if not on PS3, do not disturb the old logic of host_state which has a lot of dependencies, because other platforms do not require the game to quit cleanly
return false; #endif
}
#endif // HOST_H
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