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