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128 lines
4.3 KiB
128 lines
4.3 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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//=======================================================================================//
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#ifndef CL_REPLAYMANAGER_H
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#define CL_REPLAYMANAGER_H
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#ifdef _WIN32
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#pragma once
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#endif
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//----------------------------------------------------------------------------------------
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#include "genericpersistentmanager.h"
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#include "replay/ireplaymanager.h"
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#include "cl_replaycontext.h"
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#include "replay/replay.h"
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//----------------------------------------------------------------------------------------
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class IReplayFactory;
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//----------------------------------------------------------------------------------------
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//
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// Manages and serializes all replays on the client.
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//
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class CReplayManager : public CGenericPersistentManager< CReplay >,
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public IReplayManager
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{
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typedef CGenericPersistentManager< CReplay > BaseClass;
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public:
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CReplayManager();
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~CReplayManager();
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virtual bool Init( CreateInterfaceFn fnCreateFactory );
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void Shutdown();
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void OnSessionStart();
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void OnSessionEnd();
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int GetNumReplaysDependentOnSession( ReplayHandle_t hSession );
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// IReplayManager
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virtual CReplay *GetReplay( ReplayHandle_t hReplay );
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virtual void FlagReplayForFlush( CReplay *pReplay, bool bForceImmediate );
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virtual int GetUnrenderedReplayCount();
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virtual void DeleteReplay( ReplayHandle_t hReplay, bool bNotifyUI );
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virtual CReplay *GetPlayingReplay();
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virtual CReplay *GetReplayForCurrentLife();
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virtual void GetReplays( CUtlLinkedList< CReplay *, int > &lstReplays );
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virtual void GetReplaysAsQueryableItems( CUtlLinkedList< IQueryableReplayItem *, int > &lstReplays );
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virtual int GetReplayCount() const { return Count(); }
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virtual float GetDownloadProgress( const CReplay *pReplay );
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virtual const char *GetReplaysDir() const;
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void CommitPendingReplayAndBeginDownload();
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void CompletePendingReplay();
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void AddEventsForListen();
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void ClearPendingReplay();
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void SanityCheckReplay( CReplay *pReplay );
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void SaveDanglingReplay();
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void OnClientSideDisconnect();
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inline ObjContainer_t &Replays() { return m_vecObjs; }
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bool Commit( CReplay *pNewReplay );
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void UpdateCurrentReplayDataFromServer();
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void OnReplayRecordingCvarChanged();
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void AttemptToSetupNewReplay();
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CReplay *m_pReplayThisLife; // Valid only between replay completion (ie player death) and player respawn, otherwise NULL
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//
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// CGenericPersistentManager
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//
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virtual const char *GetRelativeIndexPath() const;
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private:
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//
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// CGenericPersistentManager
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//
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virtual const char *GetDebugName() const { return "replay manager"; }
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virtual const char *GetIndexFilename() const { return "replays." GENERIC_FILE_EXTENSION; }
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virtual CReplay *Create();
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virtual int GetVersion() const;
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virtual void Think();
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virtual IReplayContext *GetReplayContext() const;
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virtual bool ShouldLoadObj( const CReplay *pReplay ) const;
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virtual void OnObjLoaded( CReplay *pReplay );
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//
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// CBaseThinker
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//
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virtual float GetNextThinkTime() const;
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void DebugThink();
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void InitReplay( CReplay *pReplay );
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IReplayFactory *GetReplayFactory( CreateInterfaceFn fnCreateFactory );
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void CleanupReplay( CReplay *&pReplay );
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void FreeLifeIfNotSaved( CReplay *&pReplay );
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CReplay *CreatePendingReplay();
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CReplay *m_pPendingReplay; // This is the replay we're currently recording - one which will
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// either be committed (via Commit()) or not, depending on whether
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// the player chooses to save the replay.
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CReplay *m_pReplayLastLife; // The previous life (ie between the player's previous spawn and the current spawn), if any (otherwise NULL)
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float m_flPlayerSpawnCreateReplayFailTime;
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IReplayFactory *m_pReplayFactory;
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};
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//----------------------------------------------------------------------------------------
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inline CReplay *GetReplay( ReplayHandle_t hReplay )
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{
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extern CClientReplayContext *g_pClientReplayContextInternal;
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return g_pClientReplayContextInternal->m_pReplayManager->GetReplay( hReplay );
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}
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//----------------------------------------------------------------------------------------
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#define FOR_EACH_REPLAY( _i ) FOR_EACH_OBJ( CL_GetReplayManager(), _i )
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#define GET_REPLAY_AT( _i ) CL_GetReplayManager()->m_vecObjs[ _i ]
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//----------------------------------------------------------------------------------------
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#endif // CL_REPLAYMANAGER_H
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