Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef REPLAYCLIENT_H
#define REPLAYCLIENT_H
#ifdef _WIN32
#pragma once
#endif
#include "baseclient.h"
class CReplayServer;
class CReplayClient : public CBaseClient
{
typedef CBaseClient BaseClass;
public:
CReplayClient(int slot, CBaseServer *pServer);
virtual ~CReplayClient();
// INetMsgHandler interface
void ConnectionClosing( const char *reason );
void ConnectionCrashed(const char *reason);
void PacketStart(int incoming_sequence, int outgoing_acknowledged);
void PacketEnd( void );
void FileReceived( const char *fileName, unsigned int transferID, bool isReplayDemoFile );
void FileRequested(const char *fileName, unsigned int transferID, bool isReplayDemoFile );
void FileDenied(const char *fileName, unsigned int transferID, bool isReplayDemoFile );
void FileSent(const char *fileName, unsigned int transferID, bool isReplayDemoFile );
bool ProcessConnectionlessPacket( netpacket_t *packet );
// IClient interface
bool ExecuteStringCommand( const char *s );
void SpawnPlayer( void );
bool ShouldSendMessages( void );
bool SendSnapshot( CClientFrame * pFrame );
bool SendSignonData( void );
void SetRate( int nRate, bool bForce );
void SetUpdateRate( float fUpdateRate, bool bForce );
void UpdateUserSettings();
public: // IClientMessageHandlers
virtual bool NETMsg_SetConVar( const CNETMsg_SetConVar& msg ) OVERRIDE;
virtual bool CLCMsg_ClientInfo( const CCLCMsg_ClientInfo& msg ) OVERRIDE;
virtual bool CLCMsg_Move( const CCLCMsg_Move& msg ) OVERRIDE;
virtual bool CLCMsg_VoiceData( const CCLCMsg_VoiceData& msg ) OVERRIDE;
virtual bool CLCMsg_ListenEvents( const CCLCMsg_ListenEvents& msg ) OVERRIDE;
virtual bool CLCMsg_RespondCvarValue( const CCLCMsg_RespondCvarValue& msg ) OVERRIDE;
virtual bool CLCMsg_FileCRCCheck( const CCLCMsg_FileCRCCheck& msg ) OVERRIDE;
public:
CClientFrame *GetDeltaFrame( int nTick );
public:
int m_nLastSendTick; // last send tick, don't send ticks twice
double m_fLastSendTime; // last net time we send a packet
char m_szPassword[64]; // client password
double m_flLastChatTime; // last time user send a chat text
bool m_bNoChat; // if true don't send chat message to this client
char m_szChatGroup[64]; // client password
CReplayServer *m_pReplay;
};
#endif // REPLAYCLIENT_H