Team Fortress 2 Source Code as on 22/4/2020
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//====== Copyright ©, Valve Corporation, All rights reserved. =================
//
// Purpose: Defines the GC interface exposed to the host
//
//=============================================================================
#ifndef GCINTERFACE_H
#define GCINTERFACE_H
#ifdef _WIN32
#pragma once
#endif
#include "gamecoordinator/igamecoordinator.h"
#include "gamecoordinator/igamecoordinatorhost.h"
namespace GCSDK
{
class CGCDirProcess;
class CGCBase;
//-----------------------------------------------------------------------------
// Purpose: Defines the GC interface exposed to the host. This is here to find
// out from the host which actual GC class to instantiate, and to pass through
// all other calls
//-----------------------------------------------------------------------------
class CGCInterface : public IGameCoordinator
{
public:
CGCInterface();
~CGCInterface();
//message sources that we tag message tracking with so they can be filtered accordingly
enum EMsgSource
{
eMsgSource_System = ( 1 << 0 ),
eMsgSource_Client = ( 1 << 1 ),
eMsgSource_GC = ( 1 << 2 ),
};
// Simple accessors
IGameCoordinator *GetGC();
AppId_t GetAppID() const;
const char *GetDebugName() const;
EUniverse GetUniverse() const;
bool BIsDevMode() const;
const char *GetGCDLLPath() const;
//returns the process ID of the parent process, or 0 if it isn't specified
HANDLE GetParentProcess() const { return m_hParentProcess; }
// Exposed functions from IGameCoordinatorHost
bool BProcessSystemMessage( uint32 unGCSysMsgType, const void *pubData, uint32 cubData );
bool BSendMessageToClient( uint64 ullSteamID, uint32 unMsgType, const void *pubData, uint32 cubData );
bool BSendMessageToGC( int iGCServerIDTarget, uint32 unMsgType, const void *pubData, uint32 cubData );
void EmitSpew( const char *pchGroupName, SpewType_t spewType, int iSpewLevel, int iLevelLog, const char *pchMsg );
void AsyncSQLQuery( IGCSQLQuery *pQuery, int eSchemaCatalog );
void SetStartupComplete( bool bSuccess );
void SetShutdownComplete();
// Additional services
uint64 GenerateGID();
static uint32 GetGCDirIndexFromGID( GID_t gid );
bool BSaveConvars();
void RecordAssert( const char *pchFile, int nLine, const char *pchMessage, bool *pbShouldWriteMinidump );
CSteamID ConstructSteamIDForClient( AccountID_t unAccountID ) const;
// Implementation of IGameCoordinator
virtual bool BAsyncInit( uint32 unAppID, const char *pchDebugName, int iGCIndex, IGameCoordinatorHost *pHost ) OVERRIDE;
virtual bool BMainLoopOncePerFrame( uint64 ulLimitMicroseconds ) OVERRIDE;
virtual bool BMainLoopUntilFrameCompletion( uint64 ulLimitMicroseconds ) OVERRIDE;
virtual bool BAsyncShutdown() OVERRIDE;
virtual void Unload() OVERRIDE;
virtual void HandleMessageFromClient( uint64 ullSenderID, uint32 unMsgType, void *pubData, uint32 cubData ) OVERRIDE;
virtual void HandleMessageFromSystem( uint32 unGCSysMsgType, void *pubData, uint32 cubData ) OVERRIDE;
virtual void HandleMessageFromGC( int iGCServerIDSender, uint32 unMsgType, void *pubData, uint32 cubData ) OVERRIDE;
// Allows temporary capturing of log spew for ease of generating alerts
void StartLogCapture();
void EndLogCapture();
const CUtlVector<CUtlString> *GetLogCapture();
void ClearLogCapture();
//the current version of the GC used for reporting purposes only
uint32 GetVersion() const { return m_nVersion; }
const char* GetMachineName() const { return m_sMachineName; }
//provides access to the name of the binary for this GC for development builds. This is blank for non-development builds
const char* GetDevBinaryName() const { return m_sDevBinaryName; }
//access to stats recorded about various asserts triggered in the system
struct AssertInfo_t
{
//the line the assert fired from
uint32 m_nLine;
//how many actually fired and recorded
uint32 m_nTotalFired;
uint32 m_nTotalRecorded;
//how many fired since the last clear
uint32 m_nWindowFired;
//the string associated with the first firing
CUtlString m_sMsg;
//the times we recorded last
CUtlVector< RTime32 > m_vRecordTimes;
};
typedef CUtlDict< CUtlVector< AssertInfo_t* >* > AssertInfoDict_t;
const AssertInfoDict_t& GetAssertInfo() const { return m_dictAsserts; }
//called to reset the assert window, this is useful for tracking how many asserts fired within a specific time range
void ClearAssertWindowCounts();
//called to add a substring that console output will be filtered against. This is only intended for urgent text squelching
void AddBlockEmitString( const char* pszStr, bool bBlockConsole, bool bBlockLog );
void ClearBlockEmitStrings();
//asserts are always rate limited. If you absolutely need to avoid that, you can use this object to force asserts to be recorded regardless of rate limiting
class CDisableAssertRateLimit
{
public:
CDisableAssertRateLimit() { s_nDisabledCount++; }
~CDisableAssertRateLimit() { s_nDisabledCount--; }
static int32 s_nDisabledCount;
};
private:
//the list of substrings we want to filter text based upon
struct BlockString_t
{
CUtlString m_sStr;
bool m_bBlockLog;
bool m_bBlockConsole;
};
CUtlVector< BlockString_t* > m_BlockEmitStrings;
//called to clear all existing assert stats
void ClearAssertInfo();
//this will handle loading the config file for the GC and initializing the directory, and will return the config key values
//so that it can be used to load the convars from
bool BReadConfigDirectory( KeyValuesAD& configValues );
//handles loading in the convars from the key values loaded with BReadConfigDirectory, and will setup the convars based upon
//what GC type this is
bool BReadConvars( KeyValuesAD& configValues );
void InitConVars( KeyValues *pkvConvars );
IGameCoordinatorHost *m_pGCHost;
CGCBase *m_pGC;
const CGCDirProcess *m_pGCDirProcess;
//the version of the GC. This is for reporting purposes only, and will be zero for development builds
uint32 m_nVersion;
AppId_t m_nAppID;
CUtlConstString m_sDebugName;
EUniverse m_eUniverse;
bool m_bDevMode;
CUtlConstString m_sGCDLLPath;
uint64 m_ullGID;
HANDLE m_hParentProcess;
//all the asserts that have fired
AssertInfoDict_t m_dictAsserts;
CUtlVector<CUtlString> m_vecLogCapture;
bool m_bLogCaptureEnabled;
//the name of the binary, set for development build
CUtlString m_sDevBinaryName;
//the name of the machine we are running on
CUtlString m_sMachineName;
};
extern CGCInterface *GGCInterface();
} // namespace GCSDK
#endif // GCINTERFACE_H