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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef SV_SERVERPLUGIN_H
#define SV_SERVERPLUGIN_H
#ifdef _WIN32
#pragma once
#endif
#include "eiface.h"
#include "engine/iserverplugin.h"
//---------------------------------------------------------------------------------
// Purpose: a single plugin
//---------------------------------------------------------------------------------
class CPlugin { public: CPlugin(); ~CPlugin();
const char *GetName(); bool Load( const char *fileName ); void Unload(); void Disable( bool state ); bool IsDisabled() { return m_bDisable; } int GetPluginInterfaceVersion() const { return m_iPluginInterfaceVersion; }
IServerPluginCallbacks *GetCallback();
private: void SetName( const char *name ); char m_szName[128]; bool m_bDisable; IServerPluginCallbacks *m_pPlugin; int m_iPluginInterfaceVersion; // Tells if we got INTERFACEVERSION_ISERVERPLUGINCALLBACKS or an older version.
CSysModule *m_pPluginModule; };
//---------------------------------------------------------------------------------
// Purpose: implenents passthroughs for plugins and their special helper functions
//---------------------------------------------------------------------------------
class CServerPlugin : public IServerPluginHelpers { public: CServerPlugin(); ~CServerPlugin();
// management functions
void LoadPlugins(); void UnloadPlugins(); bool UnloadPlugin( int index ); bool LoadPlugin( const char *fileName );
void DisablePlugins(); void DisablePlugin( int index );
void EnablePlugins(); void EnablePlugin( int index );
void PrintDetails();
// multiplex the passthroughs
virtual void LevelInit( char const *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 GameFrame( bool simulating ); virtual void LevelShutdown( void );
virtual void ClientActive( edict_t *pEntity, bool bLoadGame ); virtual void ClientFullyConnect( edict_t *pEntity ); virtual void ClientDisconnect( edict_t *pEntity ); virtual void ClientPutInServer( edict_t *pEntity, char const *playername ); virtual void SetCommandClient( int index ); virtual void ClientSettingsChanged( edict_t *pEdict ); virtual bool ClientConnect( edict_t *pEntity, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen ); virtual void ClientCommand( edict_t *pEntity, const CCommand &args ); virtual void NetworkIDValidated( const char *pszUserName, const char *pszNetworkID ); virtual void OnQueryCvarValueFinished( QueryCvarCookie_t iCookie, edict_t *pPlayerEntity, EQueryCvarValueStatus eStatus, const char *pCvarName, const char *pCvarValue );
// implement helpers
virtual void CreateMessage( edict_t *pEntity, DIALOG_TYPE type, KeyValues *data, IServerPluginCallbacks *plugin ); virtual void ClientCommand( edict_t *pEntity, const char *cmd ); virtual QueryCvarCookie_t StartQueryCvarValue( edict_t *pEntity, const char *pName );
private: CUtlVector<CPlugin *> m_Plugins; IPluginHelpersCheck *m_PluginHelperCheck;
public: //New plugin interface callbacks
virtual void OnEdictAllocated( edict_t *edict ); virtual void OnEdictFreed( const edict_t *edict );
// Allow plugins to validate and configure network encryption keys
virtual bool BNetworkCryptKeyCheckRequired( uint32 unFromIP, uint16 usFromPort, uint32 unAccountIdProvidedByClient, bool bClientWantsToUseCryptKey ); virtual bool BNetworkCryptKeyValidate( uint32 unFromIP, uint16 usFromPort, uint32 unAccountIdProvidedByClient, int nEncryptionKeyIndexFromClient, int numEncryptedBytesFromClient, byte *pbEncryptedBufferFromClient, byte *pbPlainTextKeyForNetchan ); };
extern CServerPlugin *g_pServerPluginHandler;
class IClient; QueryCvarCookie_t SendCvarValueQueryToClient( IClient *client, const char *pCvarName, bool bPluginQuery );
#endif //SV_SERVERPLUGIN_H
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