Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// CGameClient: represents a player client in a game server
//
//===========================================================================//
#ifndef SV_CLIENT_H
#define SV_CLIENT_H
#ifdef _WIN32
#pragma once
#endif
#include "const.h"
#include "bitbuf.h"
#include "net.h"
#include "checksum_engine.h"
#include "event_system.h"
#include "utlvector.h"
#include "bitvec.h"
#include "protocol.h"
#include <inetmsghandler.h>
#include "baseclient.h"
#include "clientframe.h"
#include <soundinfo.h>
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class INetChannel; class CClientFrame; class CFrameSnapshot; class CClientMsgHandler; struct edict_t; struct SoundInfo_t; class KeyValues; class CHLTVServer; class CReplayServer; class CPerClientLogoInfo; class CCommand;
//-----------------------------------------------------------------------------
// CGameClient: represents a player client in a game server
//-----------------------------------------------------------------------------
class CGameClient : public CBaseClient, public CClientFrameManager { public: CGameClient(int slot, CBaseServer *pServer); ~CGameClient();
// INetMsgHandler interface
void ConnectionClosing( const char *reason ); void ConnectionCrashed(const char *reason); void PacketStart (int incoming_sequence, int outgoing_acknowledged); void PacketEnd( void ); void FileReceived( const char *fileName, unsigned int transferID ); void FileRequested(const char *fileName, unsigned int transferID ); void FileDenied( const char *fileName, unsigned int transferID ); void FileSent( const char *fileName, unsigned int transferID ); bool ProcessConnectionlessPacket( netpacket_t *packet );
// IClient interface
void Connect( const char * szName, int nUserID, INetChannel *pNetChannel, bool bFakePlayer, int clientChallenge ); void Inactivate( void ); void Reconnect( void ); void Disconnect( PRINTF_FORMAT_STRING const char *reason, ... ); void SetRate( int nRate, bool bForce ); void SetUpdateRate( int nUpdateRate, bool bForce ); virtual bool IsHearingClient( int index ) const; virtual bool IsProximityHearingClient( int index ) const;
void Clear( void );
bool SendNetMsg(INetMessage &msg, bool bForceReliable = false); bool ExecuteStringCommand( const char *s );
public: // IClientMessageHandlers
PROCESS_CLC_MESSAGE( ClientInfo ); PROCESS_CLC_MESSAGE( Move ); PROCESS_CLC_MESSAGE( VoiceData ); PROCESS_CLC_MESSAGE( RespondCvarValue ); PROCESS_CLC_MESSAGE( FileCRCCheck ); PROCESS_CLC_MESSAGE( FileMD5Check ); #if defined( REPLAY_ENABLED )
PROCESS_CLC_MESSAGE( SaveReplay ); #endif
PROCESS_CLC_MESSAGE( CmdKeyValues ); public:
void UpdateUserSettings( void ); bool UpdateAcknowledgedFramecount(int tick);
void WriteGameSounds( bf_write &buf ); bool SetSignonState(int state, int spawncount); void SendSnapshot( CClientFrame *pFrame ); bool ShouldSendMessages( void ); bool CheckConnect( void ); void SpawnPlayer( void ); bool SendSignonData( void ); void ActivatePlayer( void ); void SetupPackInfo( CFrameSnapshot *pSnapshot ); void SetupPrevPackInfo(); void DownloadCustomizations(); void WriteViewAngleUpdate( void ); CClientFrame *GetDeltaFrame( int nTick ); CClientFrame *GetSendFrame(); void SendSound( SoundInfo_t &sound, bool isReliable ); void GetReplayData( int& ticks, int& entity); bool IgnoreTempEntity( CEventInfo *event ); const CCheckTransmitInfo* GetPrevPackInfo();
private: bool IsEngineClientCommand( const CCommand &args ) const; int FillSoundsMessage( SVC_Sounds &msg ); public:
bool m_bVoiceLoopback; // if true, client wants own voice loopback
CBitVec< ABSOLUTE_PLAYER_LIMIT > m_VoiceStreams; // Which other clients does this guy's voice stream go to?
CBitVec< ABSOLUTE_PLAYER_LIMIT > m_VoiceProximity; // Should we use proximity for this guy?
int m_LastMovementTick; // for move commands
int m_nSoundSequence; // increases with each reliable sound
// Identity information.
edict_t *edict; // EDICT_NUM(clientnum+1)
CUtlVector<SoundInfo_t> m_Sounds; // game sounds
const edict_t *m_pViewEntity; // View Entity (camera or the client itself)
CClientFrame *m_pCurrentFrame; // last added frame
CCheckTransmitInfo m_PackInfo;
bool m_bIsInReplayMode; CCheckTransmitInfo m_PrevPackInfo; // Used to speed up CheckTransmit.
CBitVec<MAX_EDICTS> m_PrevTransmitEdict;
#if defined( REPLAY_ENABLED )
float m_flLastSaveReplayTime; #endif
};
#endif // SV_CLIENT_H
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