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