Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef BASECLIENT_H
#define BASECLIENT_H
#ifdef _WIN32
#pragma once
#endif
#include <const.h>
#include <checksum_crc.h>
#include <iclient.h>
#include <protocol.h>
#include <iservernetworkable.h>
#include <bspfile.h>
#include <keyvalues.h>
#include <bitvec.h>
#include <igameevents.h>
#include "smartptr.h"
#include "userid.h"
#include "tier1/bitbuf.h"
#include "steam/steamclientpublic.h"
#include "tier1/utlarray.h"
#include "netmessages.h"
// class CClientFrame;
class CBaseServer;
class CClientFrame;
struct player_info_s;
class CFrameSnapshot;
class CEventInfo;
class CCommand;
struct NetMessageCvar_t;
class CHLTVServer;
struct Spike_t
{
public:
Spike_t() :
m_nBits( 0 )
{
m_szDesc[ 0 ] = 0;
}
char m_szDesc[ 64 ];
int m_nBits;
};
class CNetworkStatTrace
{
public:
CNetworkStatTrace() :
m_nMinWarningBytes( 0 ), m_nStartBit( 0 ), m_nCurBit( 0 )
{
}
int m_nMinWarningBytes;
int m_nStartBit;
int m_nCurBit;
CUtlVector< Spike_t > m_Records;
};
class CBaseClient : public IGameEventListener2, public IClient
{
typedef struct CustomFile_s
{
CRC32_t crc; //file CRC
unsigned int reqID; // download request ID
} CustomFile_t;
public:
CBaseClient();
virtual ~CBaseClient();
public:
int GetPlayerSlot() const { return m_nClientSlot; };
int GetUserID() const { return m_UserID; };
const USERID_t GetNetworkID() const;
const char *GetClientName() const { return m_Name; };
INetChannel *GetNetChannel() { return m_NetChannel; };
IServer *GetServer() { return (IServer*)m_Server; };
CHLTVServer *GetHltvServer();
CHLTVServer *GetAnyConnectedHltvServer();
const char *GetUserSetting(const char *cvar) const;
const char *GetNetworkIDString() const;
uint64 GetClientXuid() const;
const char *GetFriendsName() const { return m_FriendsName; }
void UpdateName( const char *pszDefault );
virtual void Connect(const char * szName, int nUserID, INetChannel *pNetChannel, bool bFakePlayer, CrossPlayPlatform_t clientPlatform, const CMsg_CVars *pVecCvars = NULL );
virtual void Inactivate( void )OVERRIDE;
virtual void Reconnect( void )OVERRIDE;
virtual void Disconnect( const char *reason ) OVERRIDE;
virtual bool CheckConnect( void );
virtual bool ChangeSplitscreenUser( int nSplitScreenUserSlot );
virtual void SetRate( int nRate, bool bForce );
virtual int GetRate( void ) const;
virtual void SetUpdateRate( float fUpdateRate, bool bForce ); // override;
virtual float GetUpdateRate( void ) const; // override;
virtual void Clear( void );
virtual void DemoRestart( void ); // called when client started demo recording
virtual int GetMaxAckTickCount() const;
virtual bool ExecuteStringCommand( const char *s );
virtual bool SendNetMsg( INetMessage &msg, bool bForceReliable = false, bool bVoice = false );
virtual void ClientPrintf ( PRINTF_FORMAT_STRING const char *fmt, ...) FMTFUNCTION( 2, 3 );
virtual bool IsConnected( void ) const { return m_nSignonState >= SIGNONSTATE_CONNECTED; };
virtual bool IsSpawned( void ) const { return m_nSignonState >= SIGNONSTATE_NEW; };
virtual bool IsActive( void ) const { return m_nSignonState == SIGNONSTATE_FULL; };
virtual bool IsFakeClient( void ) const { return m_bFakePlayer; };
virtual bool IsHLTV( void ) const { return m_bIsHLTV; }
#if defined( REPLAY_ENABLED )
virtual bool IsReplay( void ) const { return m_bIsReplay; }
#else
virtual bool IsReplay( void ) const { return false; }
#endif // REPLAY_ENABLED
// Is an actual human player or splitscreen player (not a bot and not a HLTV slot)
virtual bool IsHumanPlayer() const;
virtual bool IsHearingClient( int index ) const { return false; };
virtual bool IsProximityHearingClient( int index ) const { return false; };
virtual bool IsLowViolenceClient( void ) const { return m_bLowViolence; }
virtual void SetMaxRoutablePayloadSize( int nMaxRoutablePayloadSize );
virtual bool IsSplitScreenUser( void ) const { return m_bSplitScreenUser; }
virtual CrossPlayPlatform_t GetClientPlatform() const { return m_ClientPlatform; }
public: // Message Handlers
bool NETMsg_Tick( const CNETMsg_Tick& msg );
bool NETMsg_StringCmd( const CNETMsg_StringCmd& msg );
bool NETMsg_SignonState( const CNETMsg_SignonState& msg );
virtual bool NETMsg_PlayerAvatarData( const CNETMsg_PlayerAvatarData& msg );
virtual bool NETMsg_SetConVar( const CNETMsg_SetConVar& msg );
virtual bool CLCMsg_ClientInfo( const CCLCMsg_ClientInfo& msg );
virtual bool CLCMsg_Move( const CCLCMsg_Move& msg ) { Assert( 0 ); return true; }
virtual bool CLCMsg_VoiceData( const CCLCMsg_VoiceData& msg ) { Assert( 0 ); return true; }
bool CLCMsg_BaselineAck( const CCLCMsg_BaselineAck& msg );
virtual bool CLCMsg_ListenEvents( const CCLCMsg_ListenEvents& msg );
virtual bool CLCMsg_RespondCvarValue( const CCLCMsg_RespondCvarValue& msg ) { Assert( 0 ); return true; }
bool CLCMsg_LoadingProgress( const CCLCMsg_LoadingProgress& msg );
bool CLCMsg_SplitPlayerConnect( const CCLCMsg_SplitPlayerConnect& msg );
virtual bool CLCMsg_FileCRCCheck( const CCLCMsg_FileCRCCheck& msg ) { Assert( 0 ); return true; }
virtual bool CLCMsg_CmdKeyValues( const CCLCMsg_CmdKeyValues& msg );
virtual bool CLCMsg_HltvReplay( const CCLCMsg_HltvReplay &msg ) { return false; }
virtual bool SVCMsg_UserMessage( const CSVCMsg_UserMessage &msg ) { return true; }
enum
{
NETMSG_Tick,
NETMSG_StringCmd,
NETMSG_SetConVar,
NETMSG_SignonState,
NETMSG_ClientInfo,
NETMSG_Move,
NETMSG_VoiceData,
NETMSG_BaselineAck,
NETMSG_ListenEvents,
NETMSG_RespondCvarValue,
NETMSG_SplitPlayerConnect,
NETMSG_FileCRCCheck,
NETMSG_LoadingProgress,
NETMSG_CmdKeyValues,
NETMSG_PlayerAvatarData,
NETMSG_HltvReplay,
NETMSG_UserMessage,
NETMSG_Max
};
CUtlArray< CNetMessageBinder, NETMSG_Max > m_NetMessages;
virtual void ConnectionStart(INetChannel *chan) OVERRIDE;
virtual void ConnectionStop()OVERRIDE;
public: // IGameEventListener
virtual void FireGameEvent( IGameEvent *event ) OVERRIDE { FireGameEvent( event, false ); }
void FireGameEvent( IGameEvent *event, bool bPassthrough );
int m_nDebugID;
virtual int GetEventDebugID( void );
public:
virtual bool UpdateAcknowledgedFramecount(int tick);
virtual bool ShouldSendMessages( void );
virtual void UpdateSendState( void );
void ForceFullUpdate( void ) { UpdateAcknowledgedFramecount(-1); }
virtual bool FillUserInfo( player_info_s &userInfo );
virtual void UpdateUserSettings();
virtual void WriteGameSounds(bf_write &buf, int nMaxSounds);
virtual CClientFrame *GetDeltaFrame( int nTick );
virtual bool SendSnapshot( CClientFrame *pFrame );
virtual bool SendServerInfo( void );
virtual void OnSteamServerLogonSuccess( uint32 externalIP );
virtual bool SendSignonData( void );
virtual void SpawnPlayer( void );
virtual void ActivatePlayer( void );
virtual void SetName( const char * name );
virtual void SetUserCVar( const char *cvar, const char *value);
virtual void FreeBaselines();
virtual bool IgnoreTempEntity( CEventInfo *event );
void SetSteamID( const CSteamID &steamID );
int GetSignonState() const { return m_nSignonState; }
void SetSignonState( int nState );
bool IsTracing() const;
void SetTraceThreshold( int nThreshold );
void TraceNetworkData( bf_write &msg, PRINTF_FORMAT_STRING char const *fmt, ... ) FMTFUNCTION( 3, 4 );
void TraceNetworkMsg( int nBits, PRINTF_FORMAT_STRING char const *fmt, ... ) FMTFUNCTION( 3, 4 );
bool IsFullyAuthenticated( void ) { return m_bFullyAuthenticated; }
void SetFullyAuthenticated( void ) { m_bFullyAuthenticated = true; }
void SplitScreenDisconnect( const CCommand &args );
void DisconnectSplitScreenUser( CBaseClient *pSplitClient );
void ApplyConVars( const CMsg_CVars& list, bool bCreateIfNotExisting );
void FillSignOnFullServerInfo( class CNETMsg_SignonState_t& state );
bool IsSplitScreenPartner( const CBaseClient *pOther ) const;
virtual IClient *GetSplitScreenOwner() { return m_pAttachedTo; }
virtual int GetNumPlayers();
virtual bool StartHltvReplay( const HltvReplayParams_t &params ) OVERRIDE { return false; } // not implemented for most clients
virtual void StopHltvReplay() OVERRIDE { }
virtual int GetHltvReplayDelay() OVERRIDE { return 0; }
virtual bool CanStartHltvReplay() OVERRIDE { return false; }
virtual void ResetReplayRequestTime() OVERRIDE { }
virtual CBaseClient *GetPropCullClient() { return this; }
void OverrideSignonStateTransparent( int nState ){ m_nSignonState = nState; }
protected:
virtual bool ProcessSignonStateMsg(int state, int spawncount);
virtual void PerformDisconnection( const char *pReason );
void OnPlayerAvatarDataChanged();
private:
void OnRequestFullUpdate( char const *pchReason );
int GetAvailableSplitScreenSlot() const;
void SendFullConnectEvent();
public:
// One of the subservient split screen users?
bool m_bSplitScreenUser;
bool m_bSplitAllowFastDisconnect;
int m_nSplitScreenPlayerSlot;
CBaseClient *m_SplitScreenUsers[ MAX_SPLITSCREEN_CLIENTS ];
CBaseClient *m_pAttachedTo; // If this is a split screen user, this is the "master"
bool m_bSplitPlayerDisconnecting;
// Array index in svs.clients:
int m_nClientSlot;
// entity index of this client (different from clientSlot+1 in HLTV and Replay mode):
int m_nEntityIndex;
int m_UserID; // identifying number on server
char m_Name[MAX_PLAYER_NAME_LENGTH]; // for printing to other people
char m_GUID[SIGNED_GUID_LEN + 1]; // the clients CD key
CNETMsg_PlayerAvatarData_t m_msgAvatarData; // Client avatar
CSteamID m_SteamID; // This is valid when the client is authenticated
uint32 m_nFriendsID; // client's friends' ID
char m_FriendsName[MAX_PLAYER_NAME_LENGTH];
KeyValues *m_ConVars; // stores all client side convars
bool m_bConVarsChanged; // true if convars updated and not changes process yet
bool m_bSendServerInfo; // true if we need to send server info packet to start connect
CBaseServer *m_Server; // pointer to server object
bool m_bIsHLTV; // if this a HLTV proxy ?
CHLTVServer *m_pHltvSlaveServer;
#if defined( REPLAY_ENABLED )
bool m_bIsReplay; // if this is a Replay proxy ?
#endif
// Client sends this during connection, so we can see if
// we need to send sendtable info or if the .dll matches
CRC32_t m_nSendtableCRC;
// a client can have couple of cutomized files distributed to all other players
CustomFile_t m_nCustomFiles[MAX_CUSTOM_FILES];
int m_nFilesDownloaded; // counter of how many files we downloaded from this client
//===== NETWORK ============
INetChannel *m_NetChannel; // The client's net connection.
private:
int m_nSignonState; // connection state
public:
int m_nDeltaTick; // -1 = no compression. This is where the server is creating the
// compressed info from.
int m_nStringTableAckTick; // Highest tick acked for string tables (usually m_nDeltaTick, except when it's -1)
int m_nSignonTick; // tick the client got his signon data
CSmartPtr<CFrameSnapshot,CRefCountAccessorLongName> m_pLastSnapshot; // last send snapshot
int m_nLoadingProgress; // 0..100 progress, only valid during loading
CFrameSnapshot *m_pBaseline; // current entity baselines as a snapshot
int m_nBaselineUpdateTick; // last tick we send client a update baseline signal or -1
CBitVec<MAX_EDICTS> m_BaselinesSent; // baselines sent with last update
int m_nBaselineUsed; // 0/1 toggling flag, singaling client what baseline to use
// This is used when we send out a nodelta packet to put the client in a state where we wait
// until we get an ack from them on this packet.
// This is for 3 reasons:
// 1. A client requesting a nodelta packet means they're screwed so no point in deluging them with data.
// Better to send the uncompressed data at a slow rate until we hear back from them (if at all).
// 2. Since the nodelta packet deletes all client entities, we can't ever delta from a packet previous to it.
// 3. It can eat up a lot of CPU on the server to keep building nodelta packets while waiting for
// a client to get back on its feet.
int m_nForceWaitForTick;
bool m_bFakePlayer; // JAC: This client is a fake player controlled by the game DLL
bool m_bReceivedPacket; // true, if client received a packet after the last send packet
bool m_bLowViolence; // true if client is in low-violence mode (L4D server needs to know)
bool m_bFullyAuthenticated;
// The datagram is written to after every frame, but only cleared
// when it is sent out to the client. overflow is tolerated.
// Time when we should send next world state update ( datagram )
double m_fNextMessageTime;
// Default time to wait for next message
float m_fSnapshotInterval;
CrossPlayPlatform_t m_ClientPlatform;
// Keep these as class members instead of a local variable so that we don't reallocate the
// strings and their buffers every time.
CSVCMsg_TempEntities_t m_tempentsmsg;
CSVCMsg_PacketEntities_t m_packetmsg;
private:
void StartTrace( bf_write &msg );
void EndTrace( bf_write &msg );
CNetworkStatTrace m_Trace;
};
#endif // BASECLIENT_H