Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef ICLIENT_H
#define ICLIENT_H
#ifdef _WIN32
#pragma once
#endif
#include <inetmsghandler.h>
#include "tier0/platform.h"
#include "userid.h"
class IServer; class INetMessage;
abstract_class IClient : public INetChannelHandler { public: virtual ~IClient() {}
// connect client
virtual void Connect(const char * szName, int nUserID, INetChannel *pNetChannel, bool bFakePlayer, int clientChallenge ) = 0;
// set the client in a pending state waiting for a new game
virtual void Inactivate( void ) = 0; // Reconnect without dropiing the netchannel
virtual void Reconnect( void ) = 0; // froce reconnect
// disconnects a client with a given reason
virtual void Disconnect( PRINTF_FORMAT_STRING const char *reason, ... ) = 0;
virtual int GetPlayerSlot() const = 0; // returns client slot (usually entity number-1)
virtual int GetUserID() const = 0; // unique ID on this server
virtual const USERID_t GetNetworkID() const = 0; // network wide ID
virtual const char *GetClientName() const = 0; // returns client name
virtual INetChannel *GetNetChannel() = 0; // returns client netchannel
virtual IServer *GetServer() = 0; // returns the object server the client belongs to
virtual const char *GetUserSetting(const char *cvar) const = 0; // returns a clients FCVAR_USERINFO setting
virtual const char *GetNetworkIDString() const = 0; // returns a human readable representation of the network id
// set/get client data rate in bytes/second
virtual void SetRate( int nRate, bool bForce ) = 0; virtual int GetRate( void ) const = 0; // set/get updates/second rate
virtual void SetUpdateRate( int nUpdateRate, bool bForce ) = 0; virtual int GetUpdateRate( void ) const = 0;
// clear complete object & free all memory
virtual void Clear( void ) = 0;
// returns the highest world tick number acknowledge by client
virtual int GetMaxAckTickCount() const = 0; // execute a client command
virtual bool ExecuteStringCommand( const char *s ) = 0; // send client a network message
virtual bool SendNetMsg(INetMessage &msg, bool bForceReliable = false) = 0; // send client a text message
virtual void ClientPrintf (PRINTF_FORMAT_STRING const char *fmt, ...) = 0;
// client has established network channels, nothing else
virtual bool IsConnected( void ) const = 0; // client is downloading signon data
virtual bool IsSpawned( void ) const = 0; // client active is ingame, receiving snapshots
virtual bool IsActive( void ) const = 0; // returns true, if client is not a real player
virtual bool IsFakeClient( void ) const = 0; // returns true, if client is a HLTV proxy
virtual bool IsHLTV( void ) const = 0; #if defined( REPLAY_ENABLED )
// returns true, if client is a Replay proxy
virtual bool IsReplay( void ) const = 0; #else
// !KLUDGE! Reduce number of #ifdefs required
inline bool IsReplay( void ) const { return false; } #endif
// returns true, if client hears this player
virtual bool IsHearingClient(int index) const = 0; // returns true, if client hears this player by proximity
virtual bool IsProximityHearingClient(int index) const = 0;
virtual void SetMaxRoutablePayloadSize( int nMaxRoutablePayloadSize ) = 0; };
#endif // ICLIENT_H
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