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//========= Copyright (c) 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef ICLIENT_H
#define ICLIENT_H
#ifdef _WIN32
#pragma once
#endif
#include "inetmsghandler.h"
#include "tier0/platform.h"
#include "userid.h"
#include "tier1/utlvector.h"
class IServer; class INetMessage; struct NetMessageCvar_t; class CMsg_CVars;
enum CrossPlayPlatform_t { CROSSPLAYPLATFORM_UNKNOWN = 0, CROSSPLAYPLATFORM_PC, CROSSPLAYPLATFORM_X360, CROSSPLAYPLATFORM_PS3,
CROSSPLAYPLATFORM_LAST = CROSSPLAYPLATFORM_PS3, };
inline bool IsCrossPlayPlatformAConsole( CrossPlayPlatform_t platform ) { return (platform == CROSSPLAYPLATFORM_X360) || (platform == CROSSPLAYPLATFORM_PS3); }
//provide the compiled code's platform for convenience
#if defined( _GAMECONSOLE )
# if defined( PLATFORM_X360 )
# define CROSSPLAYPLATFORM_THISPLATFORM CROSSPLAYPLATFORM_X360
# elif defined( PLATFORM_PS3 )
# define CROSSPLAYPLATFORM_THISPLATFORM CROSSPLAYPLATFORM_PS3
# else
#pragma message( "Unknown console, please update this platform definition" )
# define CROSSPLAYPLATFORM_THISPLATFORM CROSSPLAYPLATFORM_UNKNOWN
# endif
#else
# define CROSSPLAYPLATFORM_THISPLATFORM CROSSPLAYPLATFORM_PC
#endif
struct HltvReplayParams_t { HltvReplayParams_t() { m_nPrimaryTargetEntIndex = 0; m_flPlaybackSpeed = 1.0f; m_flDelay = 10.0f; m_flStopAt = 0.0f; m_flSlowdownBeginAt = 0; m_flSlowdownEndAt = 0; m_flSlowdownRate = 1.0f; m_bAbortCurrentReplay = false; } int m_nPrimaryTargetEntIndex; float m_flDelay; float m_flStopAt; float m_flPlaybackSpeed; float m_flSlowdownBeginAt; float m_flSlowdownEndAt; float m_flSlowdownRate; bool m_bAbortCurrentReplay; // even if replay is in progress, restart it - this may cause a stutter on the client, so use with care
};
abstract_class IClient : public INetChannelHandler { public: virtual ~IClient() {}
// connect client
virtual void Connect( const char * szName, int nUserID, INetChannel *pNetChannel, bool bFakePlayer, CrossPlayPlatform_t clientPlatform, const CMsg_CVars *pVecCvars = NULL ) = 0;
// set the client in a pending state waiting for a new game
virtual void Inactivate( void ) = 0; // Reconnect without dropiing the netchannel
virtual void Reconnect( void ) = 0; // froce reconnect
// disconnects a client with a given reason
virtual void Disconnect( const char *reason ) = 0;
virtual bool ChangeSplitscreenUser( int nSplitScreenUserSlot ) = 0;
virtual int GetPlayerSlot() const = 0; // returns client slot (usually entity number-1)
virtual int GetUserID() const = 0; // unique ID on this server
virtual const USERID_t GetNetworkID() const = 0; // network wide ID
virtual const char *GetClientName() const = 0; // returns client name
virtual INetChannel *GetNetChannel() = 0; // returns client netchannel
virtual IServer *GetServer() = 0; // returns the object server the client belongs to
virtual const char *GetUserSetting(const char *cvar) const = 0; // returns a clients FCVAR_USERINFO setting
virtual const char *GetNetworkIDString() const = 0; // returns a human readable representation of the network id
// set/get client data rate in bytes/second
virtual void SetRate( int nRate, bool bForce ) = 0; virtual int GetRate( void ) const = 0; // set/get updates/second rate
virtual void SetUpdateRate( float fUpdateRate, bool bForce ) = 0; virtual float GetUpdateRate( void ) const = 0;
// clear complete object & free all memory
virtual void Clear( void ) = 0;
// returns the highest world tick number acknowledge by client
virtual int GetMaxAckTickCount() const = 0; // execute a client command
virtual bool ExecuteStringCommand( const char *s ) = 0; // send client a network message
virtual bool SendNetMsg(INetMessage &msg, bool bForceReliable = false, bool bVoice = false ) = 0; // send client a text message
virtual void ClientPrintf (const char *fmt, ...) = 0;
// client has established network channels, nothing else
virtual bool IsConnected( void ) const = 0; // client is downloading signon data
virtual bool IsSpawned( void ) const = 0; // client active is ingame, receiving snapshots
virtual bool IsActive( void ) const = 0; // returns true, if client is not a real player
virtual bool IsFakeClient( void ) const = 0; // returns true, if client is a HLTV proxy
virtual bool IsHLTV( void ) const = 0; #if defined( REPLAY_ENABLED )
// returns true, if client is a Replay proxy
virtual bool IsReplay( void ) const = 0; #endif
// returns true, if client hears this player
virtual bool IsHearingClient(int index) const = 0; // returns true, if client hears this player by proximity
virtual bool IsProximityHearingClient(int index) const = 0;
virtual void SetMaxRoutablePayloadSize( int nMaxRoutablePayloadSize ) = 0;
// returns true, if client is a split screen user
virtual bool IsSplitScreenUser( void ) const = 0;
virtual bool CheckConnect( void ) = 0;
virtual bool IsLowViolenceClient( void ) const = 0;
virtual IClient *GetSplitScreenOwner() = 0;
// get the number of players on this client's machine
virtual int GetNumPlayers() = 0;
virtual bool IsHumanPlayer() const = 0;
virtual CrossPlayPlatform_t GetClientPlatform() const = 0;
virtual bool StartHltvReplay( const HltvReplayParams_t ¶ms ) = 0; virtual void StopHltvReplay() = 0; virtual int GetHltvReplayDelay() = 0; virtual const char * GetHltvReplayStatus()const { return ""; } virtual bool CanStartHltvReplay() = 0; virtual void ResetReplayRequestTime() = 0; };
#endif // ICLIENT_H
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