//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef ISERVER_H #define ISERVER_H #ifdef _WIN32 #pragma once #endif #include #include #include class INetMessage; class IRecipientFilter; class IClient; typedef struct player_info_s player_info_t; abstract_class IServer : public IConnectionlessPacketHandler { public: virtual ~IServer() {} virtual int GetNumClients( void ) const = 0; // returns current number of clients virtual int GetNumProxies( void ) const = 0; // returns number of attached HLTV proxies virtual int GetNumFakeClients() const = 0; // returns number of fake clients/bots virtual int GetMaxClients( void ) const = 0; // returns current client limit virtual IClient *GetClient( int index ) = 0; // returns interface to client virtual int GetClientCount() const = 0; // returns number of clients slots (used & unused) virtual int GetUDPPort( void ) const = 0; // returns current used UDP port virtual float GetTime( void ) const = 0; // returns game world time virtual int GetTick( void ) const = 0; // returns game world tick virtual float GetTickInterval( void ) const = 0; // tick interval in seconds virtual float GetTimescale( void ) const = 0; // returns the game time scale (multiplied in conjunction with host_timescale) virtual const char *GetName( void ) const = 0; // public server name virtual const char *GetMapName( void ) const = 0; // current map name (BSP) virtual int GetSpawnCount( void ) const = 0; virtual int GetNumClasses( void ) const = 0; virtual int GetClassBits( void ) const = 0; virtual void GetNetStats( float &avgIn, float &avgOut ) = 0; // total net in/out in bytes/sec virtual int GetNumPlayers() = 0; virtual bool GetPlayerInfo( int nClientIndex, player_info_t *pinfo ) = 0; virtual bool IsActive( void ) const = 0; virtual bool IsLoading( void ) const = 0; virtual bool IsDedicated( void ) const = 0; virtual bool IsPaused( void ) const = 0; virtual bool IsMultiplayer( void ) const = 0; virtual bool IsPausable() const = 0; virtual bool IsHLTV() const = 0; virtual bool IsReplay() const = 0; virtual const char * GetPassword() const = 0; // returns the password or NULL if none set virtual void SetPaused(bool paused) = 0; virtual void SetTimescale( float flTimescale ) = 0; virtual void SetPassword(const char *password) = 0; // set password (NULL to disable) virtual void BroadcastMessage( INetMessage &msg, bool onlyActive = false, bool reliable = false) = 0; virtual void BroadcastMessage( INetMessage &msg, IRecipientFilter &filter ) = 0; virtual void DisconnectClient( IClient *client, const char *reason ) = 0; }; #endif // ISERVER_H