Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef REPLAYDEMO_H
#define REPLAYDEMO_H
#ifdef _WIN32
#pragma once
#endif
#include <filesystem.h>
#include "demo.h"
#include "demofile.h"
#include "netmessages_signon.h"
class CReplayFrame; class CReplayServer;
class CReplayDemoRecorder : public IDemoRecorder { public: CReplayDemoRecorder( CReplayServer* pServer ); virtual ~CReplayDemoRecorder();
CDemoFile *GetDemoFile(); int GetRecordingTick();
void DumpToFile( char const *filename );
void StartRecording( const char *filename, bool bContinuously ); void StartAutoRecording(); void SetSignonState( SIGNONSTATE state ) {}; // not need by Replay recorder
bool IsRecording(); void PauseRecording() {} void ResumeRecording() {} void StopRecording( const CGameInfo *pGameInfo = NULL ); void RecordCommand( const char *cmdstring ); void RecordUserInput( int cmdnumber ) {} ; // not need by Replay recorder
void RecordMessages( bf_read &data, int bits ); void RecordPacket(); void RecordServerClasses( ServerClass *pClasses ); void RecordStringTables(); void RecordCustomData( int iCallbackIndex, const void *pData, size_t iDataLength );
void ResetDemoInterpolation() {}
void WriteFrame( CReplayFrame *pFrame ); void CloseFile(); void Reset();
void WriteServerInfo(); int WriteSignonData(); // write all necessary signon data and returns written bytes
void WriteMessages( unsigned char cmd, bf_write &message ); int GetMaxAckTickCount();
void GetUniqueDemoFilename( char* pOut, int nLength );
public: CDemoFile m_DemoFile; bool m_bIsRecording; int m_nFrameCount; int m_nStartTick; int m_SequenceInfo; int m_nDeltaTick; int m_nSignonTick; bf_write m_MessageData; // temp buffer for all network messages
CReplayServer *m_pReplayServer; };
#endif // REPLAYDEMO_H
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