Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#include "replay_internal.h"
#include "replay/ireplaysystem.h"
#include "replayserver.h"
#include "vgui/ILocalize.h"
#include "server.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//----------------------------------------------------------------------------------------
IReplaySystem *g_pReplay = NULL;
//----------------------------------------------------------------------------------------
static CSysModule *gs_hReplayModule = NULL;
IServerReplayContext *g_pServerReplayContext = NULL; CreateInterfaceFn g_fnReplayFactory = NULL;
#if !defined( DEDICATED )
IReplayManager *g_pReplayManager = NULL; IReplayMovieRenderer *g_pReplayMovieRenderer = NULL; IReplayPerformanceManager *g_pReplayPerformanceManager = NULL; IReplayPerformanceController *g_pReplayPerformanceController = NULL; IReplayMovieManager *g_pReplayMovieManager = NULL; #endif
//----------------------------------------------------------------------------------------
ConVar replay_debug( "replay_debug", "0", FCVAR_DONTRECORD ); //----------------------------------------------------------------------------------------
// If you modify this list, you will also need to add the following line to the game's
// client_*.vpc and server_*.vpc files:
//
// $include "$SRCDIR\vpc_scripts\source_replay.vpc"
//
static const char *s_pSupportedReplayGames[] = { "tf", "tf_beta", };
//----------------------------------------------------------------------------------------
void ReplaySystem_Init( bool bDedicated ) { #if defined( REPLAY_ENABLED )
COM_TimestampedLog( "Loading replay.dll" );
extern IFileSystem *g_pFileSystem;
// Load the replay DLL
const char *szDllName = "replay" DLL_EXT_STRING; gs_hReplayModule = g_pFileSystem->LoadModule( szDllName ); g_fnReplayFactory = Sys_GetFactory( gs_hReplayModule ); if ( !g_fnReplayFactory ) { Error( "Could not load: %s\n", szDllName ); } // Get a ptr to the IReplay instance
g_pReplay = (IReplaySystem *)g_fnReplayFactory( REPLAY_INTERFACE_VERSION, NULL ); if ( !g_pReplay ) { Error( "Could not get IReplay interface %s from %s\n", REPLAY_INTERFACE_VERSION, szDllName ); }
// Initialize the replay DLL
COM_TimestampedLog( "g_pReplay->Initialize()" );
extern CreateInterfaceFn g_AppSystemFactory; if ( !g_pReplay->Connect( g_AppSystemFactory ) ) { Error( "Connect on replay.dll failed!\n" ); }
// Cache some pointers
g_pServerReplayContext = g_pReplay->SV_GetContext();
if ( !bDedicated ) { // Add replay localization text files
extern vgui::ILocalize *g_pVGuiLocalize; if ( g_pVGuiLocalize ) { g_pVGuiLocalize->AddFile( "resource/replay_%language%.txt", "GAME" ); g_pVGuiLocalize->AddFile( "resource/youtube_%language%.txt", "GAME" ); } } #endif
}
//----------------------------------------------------------------------------------------
void ReplaySystem_Shutdown() { #if defined( REPLAY_ENABLED )
if ( g_pReplay ) { // Shutdown the DLL
g_pReplay->Shutdown(); g_pReplay = NULL; }
if ( gs_hReplayModule ) { // Unload the DLL
Sys_UnloadModule( gs_hReplayModule ); gs_hReplayModule = NULL; } #endif
}
//----------------------------------------------------------------------------------------
bool Replay_IsSupportedModAndPlatform() { if ( !IsPC() ) return false;
int nNumSupportedReplayGames = ARRAYSIZE( s_pSupportedReplayGames ); for ( int i = 0; i < nNumSupportedReplayGames; ++i ) { const char *pCurGame = s_pSupportedReplayGames[ i ]; if ( !Q_stricmp( COM_GetModDirectory(), pCurGame ) ) return true; } return false; }
//----------------------------------------------------------------------------------------
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