Counter Strike : Global Offensive Source Code
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//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef DEMO_H
#define DEMO_H
#ifdef _WIN32
#pragma once
#endif
#include "utlvector.h"
#include "net.h"
#include "demofile/demoformat.h"
#include "netmessages_signon.h"
class CUtlBuffer;
class CDemoFile;
class ServerClass;
class CGameInfo;
struct CDemoPlaybackParameters_t;
struct DemoImportantTick_t;
struct DemoImportantGameEvent_t;
class IDemoStream;
abstract_class IDemoRecorder
{
public:
~IDemoRecorder() {} // TODO: Should be virtual?
// Notify the demo recorder of the client sign-on state, so it knows whether the
// string tables and entity data are fully populated.
virtual void SetSignonState( SIGNONSTATE state ) = 0;
// Write entity send-tables so we can fix up deltas on later versions of the client
// Note that this usually gets done as part of StartRecording, so it's a bit odd that it's in
// the interface here.
virtual void RecordServerClasses( ServerClass *pClasses ) = 0;
// Recording commands
virtual void RecordMessages( bf_read &data, int bits ) = 0; // add messages to current packet
virtual void RecordPacket( void ) = 0; // packet finished, write all recorded stuff to file
virtual void RecordCommand( const char *cmdstring ) = 0; // record a console command
virtual void RecordUserInput( int cmdnumber ) = 0; // record a user input command
// This function is pretty scary. It relies on the client code explicitly
// versioning the embedded data (which the only client, blob particles, doesn't
// seem to do!)
//
// Also, I am not sure how the callbacks are referenced in cross-version playback.
//
// You should use protocol buffers instead, with RecordMessages(). This way all
// cross-version stuff is handled for you and backwards compatibility is a lot
// simpler.
virtual void RecordCustomData( int iCallbackIndex, const void *pData, size_t iDataLength ) = 0; //record a chunk of custom data
// Notify the demo recorder that an entity is about to teleport, and
// stop it from being interpolated between its old and new positions.
//
// TODO: Shouldn't this specify which entity is being teleported? Currently it seems
// to only do anything in client-recorded demos, and notifies that the current client
// is being teleported. (Also, nobody seems to ever call this function in CSGO, so
// it's hard to verify my assumptions about it!)
virtual void ResetDemoInterpolation() = 0;
// TODO: This doesn't really belong here; different demo objects have different processes
// for handling start/stop recording.
virtual void StartRecording( const char *filename, bool bContinuously ) = 0;
// Called during client disconnect. Should probably be named 'Shutdown' or 'Detach'.
//
// NOTE: There is an unused CGameInfo* parameter here that probably came from DotA2.
// We never define that structure so it is impossible to pass anything aside from NULL.
//
// It seems its purpose is to attach some extra metadata about the game that wasn't
// known at the start of recording to the header of the demo. This lets you populate
// the playback interface with information about when kills happened, towers died, etc.
virtual void StopRecording( const CGameInfo* pGameInfo = NULL ) = 0;
// True between StartRecording and StopRecording
virtual bool IsRecording( void ) = 0;
// This is used by cdll_engine_int to provide an interface to the client's demo
// recorder. However, they don't seem to have any callers through that wrapper.
virtual int GetRecordingTick( void ) = 0;
// These don't seem to be used anywhere, and are probably specific to the type
// of demo being recorded, as opposed to belonging in IDemoRecorder.
//
// TODO: Delete these for real instead of just commenting them.
//
// virtual CDemoFile *GetDemoFile() = 0;
//
// virtual void PauseRecording( void ) = 0;
// virtual void ResumeRecording( void ) = 0;
// This function is especially odd. This is generally handled by StartRecording/
// SetSignonState or something similar to write the initial string tables, and not
// called externally. Updates are handled via the usual string table update
// messages via RecordMessages(). Not sure where it would be used externally!
//
// virtual void RecordStringTables() = 0;
};
abstract_class IDemoPlayer
{
public:
virtual ~IDemoPlayer() {};
virtual IDemoStream *GetDemoStream() = 0;
virtual int GetPlaybackStartTick( void ) = 0;
virtual int GetPlaybackTick( void ) = 0;
// virtual int GetPlaybackDeltaTick( void ) = 0;
// virtual int GetPacketTick( void ) = 0;
virtual bool IsPlayingBack( void ) const = 0; // true if demo loaded and playing back
virtual bool IsPlaybackPaused( void ) const = 0; // true if playback paused
virtual bool IsPlayingTimeDemo( void ) const = 0; // true if playing back in timedemo mode
virtual bool IsSkipping( void ) const = 0; // true, if demo player skipping trough packets
virtual bool CanSkipBackwards( void ) const = 0; // true if demoplayer can skip backwards
virtual void SetPlaybackTimeScale( float timescale ) = 0; // sets playback timescale
virtual float GetPlaybackTimeScale( void ) = 0; // get playback timescale
virtual void PausePlayback( float seconds ) = 0; // pause playback n seconds, -1 = forever
virtual void SkipToTick( int tick, bool bRelative, bool bPause ) = 0; // goto a specific tick, 0 = start, -1 = end
virtual void SkipToImportantTick( const DemoImportantTick_t *pTick ) = 0;
virtual void ResumePlayback( void ) = 0; // resume playback
virtual void StopPlayback( void ) = 0; // stop playback, close file
virtual void InterpolateViewpoint() = 0; // override viewpoint
virtual netpacket_t *ReadPacket( void ) = 0; // read packet from demo file
virtual void ResetDemoInterpolation() = 0;
virtual CDemoPlaybackParameters_t const * GetDemoPlaybackParameters() = 0;
virtual void SetPacketReadSuspended( bool bSuspendPacketReading ) = 0;
virtual void SetImportantEventData( const KeyValues *pData ) = 0;
virtual int FindNextImportantTick( int nCurrentTick, const char *pEventName = NULL ) = 0; // -1 = no next important tick
virtual int FindPreviousImportantTick( int nCurrentTick, const char *pEventName = NULL ) = 0; // -1 = no previous important tick
virtual const DemoImportantTick_t *GetImportantTick( int nIndex ) = 0;
virtual const DemoImportantGameEvent_t *GetImportantGameEvent( const char *pszEventName ) = 0;
virtual void ListImportantTicks( void ) = 0;
virtual void ListHighlightData( void ) = 0;
virtual void SetHighlightXuid( uint64 xuid, bool bLowlights ) = 0;
virtual bool ScanDemo( const char *filename, const char* pszMode ) = 0;
};
#if !defined( DEDICATED )
extern IDemoPlayer *demoplayer; // reference to current demo player
extern IDemoRecorder *demorecorder; // reference to current demo recorder
#endif
#endif // DEMO_H