Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//
//
//=============================================================================
#ifndef GC_CLIENTSYSTEM_H
#define GC_CLIENTSYSTEM_H
#ifdef _WIN32
#pragma once
#endif
#ifdef CLIENT_DLL
#include "clientsteamcontext.h"
#endif
//=============================================================================
//
// Client GC System.
//
//=============================================================================
class CGCClientSystem : public CAutoGameSystemPerFrame { DECLARE_CLASS_GAMEROOT( CGCClientSystem, CAutoGameSystem );
public:
// Constructor/Destructor.
CGCClientSystem(); ~CGCClientSystem();
// Init/Shutdown.
virtual void PostInit() OVERRIDE; virtual void LevelInitPreEntity() OVERRIDE; virtual void LevelShutdownPostEntity() OVERRIDE; virtual void Shutdown() OVERRIDE;
// Updates. Gameservers do this at a slightly different place than clients
#ifdef CLIENT_DLL
virtual void Update( float frametime ) OVERRIDE; #else
virtual void PreClientUpdate() OVERRIDE; #endif
// Connection status
bool BConnectedtoGC() const { return m_bConnectedToGC; }
// GC Messages
bool BSendMessage( uint32 unMsgType, const uint8 *pubData, uint32 cubData ); bool BSendMessage( const GCSDK::CGCMsgBase& msg ); bool BSendMessage( const GCSDK::CProtoBufMsgBase& msg );
// GC SOCache
GCSDK::CGCClientSharedObjectCache *GetSOCache( const CSteamID &steamID ); GCSDK::CGCClientSharedObjectCache *FindOrAddSOCache( const CSteamID &steamID );
// GC Client
GCSDK::CGCClient *GetGCClient();
// Steam
#ifndef CLIENT_DLL
void GameServerActivate(); #endif
protected:
void SetupGC(); virtual void InitGC(); virtual void PreInitGC() {} virtual void PostInitGC() {}
#ifdef CLIENT_DLL
friend class CGCClientJobClientWelcome; virtual void ReceivedClientWelcome( const CMsgClientWelcome &msg );
friend class CGCClientJobClientGoodbye; virtual void ReceivedClientGoodbye( const CMsgClientGoodbye &msg ); #else
friend class CGCClientJobServerWelcome; virtual void ReceivedServerWelcome( const CMsgServerWelcome &msg );
friend class CGCClientJobServerGoodbye; virtual void ReceivedServerGoodbye( const CMsgServerGoodbye &msg ); #endif
void SetConnectedToGC( bool bConnected ) { m_bConnectedToGC = bConnected; }
private:
#ifdef CLIENT_DLL
void SteamLoggedOnCallback( const SteamLoggedOnChange_t &loggedOnState ); #else
STEAM_GAMESERVER_CALLBACK( CGCClientSystem, OnLogonSuccess, SteamServersConnected_t, m_CallbackLogonSuccess ); #endif
bool m_bInittedGC; bool m_bConnectedToGC; bool m_bLoggedOn; GCSDK::CGCClient m_GCClient; double m_timeLastSendHello;
void ThinkConnection();
friend class CGCClientSystemJob; };
void SetGCClientSystem( CGCClientSystem* pGCClientSystem ); CGCClientSystem *GCClientSystem();
#endif // GC_CLIENTSYSTEM_H
|