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199 lines
9.2 KiB
199 lines
9.2 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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// $NoKeywords: $
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//
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//=============================================================================//
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#ifndef ISERVERPLUGIN_H
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#define ISERVERPLUGIN_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "edict.h"
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#include "tier1/interface.h"
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#include "tier1/keyvalues.h"
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class CCommand;
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//
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// you will also want to listen for game events via IGameEventManager::AddListener()
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//
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typedef enum
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{
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PLUGIN_CONTINUE = 0, // keep going
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PLUGIN_OVERRIDE, // run the game dll function but use our return value instead
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PLUGIN_STOP, // don't run the game dll function at all
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} PLUGIN_RESULT;
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typedef enum
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{
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eQueryCvarValueStatus_ValueIntact=0, // It got the value fine.
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eQueryCvarValueStatus_CvarNotFound=1,
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eQueryCvarValueStatus_NotACvar=2, // There's a ConCommand, but it's not a ConVar.
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eQueryCvarValueStatus_CvarProtected=3 // The cvar was marked with FCVAR_SERVER_CAN_NOT_QUERY, so the server is not allowed to have its value.
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} EQueryCvarValueStatus;
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typedef int QueryCvarCookie_t;
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#define InvalidQueryCvarCookie -1
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#define INTERFACEVERSION_ISERVERPLUGINCALLBACKS_VERSION_1 "ISERVERPLUGINCALLBACKS001"
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#define INTERFACEVERSION_ISERVERPLUGINCALLBACKS_VERSION_2 "ISERVERPLUGINCALLBACKS002"
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#define INTERFACEVERSION_ISERVERPLUGINCALLBACKS_VERSION_3 "ISERVERPLUGINCALLBACKS003"
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#define INTERFACEVERSION_ISERVERPLUGINCALLBACKS "ISERVERPLUGINCALLBACKS004"
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//-----------------------------------------------------------------------------
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// Purpose: callbacks the engine exposes to the 3rd party plugins (ala MetaMod)
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//-----------------------------------------------------------------------------
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abstract_class IServerPluginCallbacks
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{
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public:
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// Initialize the plugin to run
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// Return false if there is an error during startup.
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virtual bool Load( CreateInterfaceFn interfaceFactory, CreateInterfaceFn gameServerFactory ) = 0;
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// Called when the plugin should be shutdown
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virtual void Unload( void ) = 0;
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// called when a plugins execution is stopped but the plugin is not unloaded
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virtual void Pause( void ) = 0;
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// called when a plugin should start executing again (sometime after a Pause() call)
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virtual void UnPause( void ) = 0;
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// Returns string describing current plugin. e.g., Admin-Mod.
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virtual const char *GetPluginDescription( void ) = 0;
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// Called any time a new level is started (after GameInit() also on level transitions within a game)
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virtual void LevelInit( char const *pMapName ) = 0;
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// The server is about to activate
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virtual void ServerActivate( edict_t *pEdictList, int edictCount, int clientMax ) = 0;
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// The server should run physics/think on all edicts
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virtual void GameFrame( bool simulating ) = 0;
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// Called when a level is shutdown (including changing levels)
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virtual void LevelShutdown( void ) = 0;
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// Client is going active
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virtual void ClientActive( edict_t *pEntity ) = 0;
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// Client is fully connected ( has received initial baseline of entities )
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virtual void ClientFullyConnect( edict_t *pEntity ) = 0;
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// Client is disconnecting from server
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virtual void ClientDisconnect( edict_t *pEntity ) = 0;
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// Client is connected and should be put in the game
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virtual void ClientPutInServer( edict_t *pEntity, char const *playername ) = 0;
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// Sets the client index for the client who typed the command into their console
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virtual void SetCommandClient( int index ) = 0;
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// A player changed one/several replicated cvars (name etc)
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virtual void ClientSettingsChanged( edict_t *pEdict ) = 0;
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// Client is connecting to server ( set retVal to false to reject the connection )
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// You can specify a rejection message by writing it into reject
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virtual PLUGIN_RESULT ClientConnect( bool *bAllowConnect, edict_t *pEntity, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen ) = 0;
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// The client has typed a command at the console
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virtual PLUGIN_RESULT ClientCommand( edict_t *pEntity, const CCommand &args ) = 0;
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// A user has had their network id setup and validated
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virtual PLUGIN_RESULT NetworkIDValidated( const char *pszUserName, const char *pszNetworkID ) = 0;
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// This is called when a query from IServerPluginHelpers::StartQueryCvarValue is finished.
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// iCookie is the value returned by IServerPluginHelpers::StartQueryCvarValue.
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// Added with version 2 of the interface.
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virtual void OnQueryCvarValueFinished( QueryCvarCookie_t iCookie, edict_t *pPlayerEntity, EQueryCvarValueStatus eStatus, const char *pCvarName, const char *pCvarValue ) = 0;
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// added with version 3 of the interface.
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virtual void OnEdictAllocated( edict_t *edict ) = 0;
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virtual void OnEdictFreed( const edict_t *edict ) = 0;
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//
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// Allow plugins to validate and configure network encryption keys (added in Version 4 of the interface)
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// Game server must run with -externalnetworkcryptkey flag, and 3rd party client software must set the
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// matching encryption key in the client game process.
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//
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// BNetworkCryptKeyCheckRequired allows the server to allow connections from clients or relays that don't have
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// an encryption key. The function must return true if the client encryption key is required, and false if the client
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// is allowed to connect without an encryption key. It is recommended that if client wants to use encryption key
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// this function should return true to require it on the server side as well.
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// Any plugin in the chain that returns true will flag connection to require encryption key for the engine and check
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// with other plugins will not be continued.
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// If no plugin returns true to require encryption key then the default implementation will require encryption key
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// if the client wants to use it.
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virtual bool BNetworkCryptKeyCheckRequired( uint32 unFromIP, uint16 usFromPort, uint32 unAccountIdProvidedByClient,
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bool bClientWantsToUseCryptKey ) = 0;
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// BNetworkCryptKeyValidate allows the server to validate client's over the wire encrypted payload cookie and return
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// false if the client cookie is malformed to prevent connection to the server. If this function returns true then
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// the plugin allows the client to connect with the encryption key, and upon return the engine expects the plugin
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// to have copied 16-bytes of client encryption key into the buffer pointed at by pbPlainTextKeyForNetChan. That key
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// must match the plaintext key supplied by 3rd party client software to the client game process, not the client cookie
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// transmitted unencrypted over the wire as part of the connection packet.
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// Any plugin in the chain that returns true will stop evaluation of other plugins and the 16-bytes encryption key
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// copied into pbPlainTextKeyForNetchan will be used. If a plugin returns false then evaluation of other plugins will
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// continue and buffer data in pbPlainTextKeyForNetchan will be preserved from previous calls.
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// If no plugin returns true and the encryption key is required then the client connection will be rejected with
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// an invalid certificate error.
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virtual bool BNetworkCryptKeyValidate( uint32 unFromIP, uint16 usFromPort, uint32 unAccountIdProvidedByClient,
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int nEncryptionKeyIndexFromClient, int numEncryptedBytesFromClient, byte *pbEncryptedBufferFromClient,
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byte *pbPlainTextKeyForNetchan ) = 0;
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};
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#define INTERFACEVERSION_ISERVERPLUGINHELPERS "ISERVERPLUGINHELPERS001"
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typedef enum
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{
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DIALOG_MSG = 0, // just an on screen message
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DIALOG_MENU, // an options menu
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DIALOG_TEXT, // a richtext dialog
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DIALOG_ENTRY, // an entry box
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DIALOG_ASKCONNECT // Ask the client to connect to a specified IP address. Only the "time" and "title" keys are used.
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} DIALOG_TYPE;
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//-----------------------------------------------------------------------------
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// Purpose: functions that only 3rd party plugins need
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//-----------------------------------------------------------------------------
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abstract_class IServerPluginHelpers
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{
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public:
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// creates an onscreen menu with various option buttons
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// The keyvalues param can contain these fields:
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// "title" - (string) the title to show in the hud and in the title bar
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// "msg" - (string) a longer message shown in the GameUI
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// "color" - (color) the color to display the message in the hud (white by default)
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// "level" - (int) the priority of this message (closer to 0 is higher), only 1 message can be outstanding at a time
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// "time" - (int) the time in seconds this message should stay active in the GameUI (min 10 sec, max 200 sec)
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//
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// For DIALOG_MENU add sub keys for each option with these fields:
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// "command" - (string) client command to run if selected
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// "msg" - (string) button text for this option
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//
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virtual void CreateMessage( edict_t *pEntity, DIALOG_TYPE type, KeyValues *data, IServerPluginCallbacks *plugin ) = 0;
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virtual void ClientCommand( edict_t *pEntity, const char *cmd ) = 0;
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// Call this to find out the value of a cvar on the client.
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//
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// It is an asynchronous query, and it will call IServerPluginCallbacks::OnQueryCvarValueFinished when
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// the value comes in from the client.
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//
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// Store the return value if you want to match this specific query to the OnQueryCvarValueFinished call.
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// Returns InvalidQueryCvarCookie if the entity is invalid.
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virtual QueryCvarCookie_t StartQueryCvarValue( edict_t *pEntity, const char *pName ) = 0;
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};
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#endif //ISERVERPLUGIN_H
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