Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYSYSTEM_H
#define IREPLAYSYSTEM_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "appframework/IAppSystem.h"
//----------------------------------------------------------------------------------------
class IClientReplayContext; class IServerReplayContext; class IGameEvent;
//----------------------------------------------------------------------------------------
abstract_class IReplaySystem : public IAppSystem { public: // IAppSystem:
virtual bool Connect( CreateInterfaceFn fnFactory ) = 0; virtual void Disconnect() = 0; virtual InitReturnVal_t Init() = 0; virtual void Shutdown() = 0;
// To be called client- & server-side
virtual void Think() = 0; virtual bool IsReplayEnabled() = 0; virtual bool IsRecording() = 0;
// To be called client-side only - on dedicated servers, only subs defined
virtual bool CL_Init( CreateInterfaceFn fnClientFactory ) = 0; virtual void CL_Shutdown() = 0; virtual void CL_Render() = 0; virtual IClientReplayContext *CL_GetContext() = 0;
// To be called server-side only
virtual bool SV_Init( CreateInterfaceFn fnFactory ) = 0; virtual void SV_Shutdown() = 0; virtual void SV_EndRecordingSession( bool bForceSynchronousPublish = false ) = 0; virtual void SV_SendReplayEvent( const char *pEventName, int nClientSlot ) = 0; virtual void SV_SendReplayEvent( IGameEvent *pEvent, int nClientSlot ) = 0; virtual bool SV_ShouldBeginRecording( bool bIsInWaitingForPlayers ) = 0; virtual void SV_NotifyReplayRequested() = 0; virtual IServerReplayContext *SV_GetContext() = 0; };
//----------------------------------------------------------------------------------------
#define REPLAY_INTERFACE_VERSION "ReplaySystem001"
//----------------------------------------------------------------------------------------
#endif // IREPLAYSYSTEM_H
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