Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef BASERECORDINGSESSIONMANAGER_H
#define BASERECORDINGSESSIONMANAGER_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "tier0/platform.h"
#include "utlstring.h"
#include "utllinkedlist.h"
#include "replay/replayhandle.h"
#include "replay/irecordingsessionmanager.h"
#include "genericpersistentmanager.h"
//----------------------------------------------------------------------------------------
class CBaseRecordingSession;
class CBaseRecordingSessionBlock;
class KeyValues;
class IReplayContext;
//----------------------------------------------------------------------------------------
//
// Manages and serializes all replay recording session data - instanced on both the client
// and server via CClientRecordingSessionManager and CServerRecordingSessionManager.
//
class CBaseRecordingSessionManager : public CGenericPersistentManager< CBaseRecordingSession >,
public IRecordingSessionManager
{
typedef CGenericPersistentManager< CBaseRecordingSession > BaseClass;
public:
CBaseRecordingSessionManager( IReplayContext *pContext );
virtual ~CBaseRecordingSessionManager();
virtual bool Init();
virtual CBaseRecordingSession *OnSessionStart( int nCurrentRecordingStartTick, const char *pSessionName );
virtual void OnSessionEnd();
void DeleteSession( ReplayHandle_t hSession, bool bForce );
const char *GetCurrentSessionName() const;
int GetCurrentSessionBlockIndex() const;
CBaseRecordingSession *FindSessionByName( const char *pSessionName );
// This is here so that server-side cleanup can be done for a ditched session. See calling code for details.
void DoSessionCleanup();
//
// IRecordingSessionManager
//
virtual CBaseRecordingSession *FindSession( ReplayHandle_t hSession );
virtual const CBaseRecordingSession *FindSession( ReplayHandle_t hSession ) const;
virtual void FlagSessionForFlush( CBaseRecordingSession *pSession, bool bForceImmediate );
virtual int GetServerStartTickForSession( ReplayHandle_t hSession );
// Get the recording session in progress
CBaseRecordingSession *GetRecordingSessionInProgress() { return m_pRecordingSession; }
bool LastSessionDitched() const { return m_bLastSessionDitched; }
protected:
//
// CGenericPersistentManager
//
virtual const char *GetIndexFilename() const { return "sessions." GENERIC_FILE_EXTENSION; }
virtual const char *GetRelativeIndexPath() const;
virtual const char *GetDebugName() const { return "session manager"; }
virtual void Think();
//
// CBaseThinker
//
virtual float GetNextThinkTime() const;
IReplayContext *m_pContext;
CBaseRecordingSession *m_pRecordingSession; // Currently recording session, or NULL if not recording
bool m_bLastSessionDitched;
virtual bool CanDeleteSession( ReplayHandle_t hSession ) const { return true; }
virtual bool ShouldUnloadSessions() const { return false; }
virtual void OnAllSessionsDeleted() {}
private:
void DeleteSessionThink();
void MarkSessionForDelete( ReplayHandle_t hSession );
CUtlLinkedList< ReplayHandle_t, int > m_lstSessionsToDelete;
};
//----------------------------------------------------------------------------------------
#endif // BASERECORDINGSESSIONMANAGER_H