Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#include "replaysystem.h"
#include "tier2/tier2.h"
#include "iserver.h"
#include "iclient.h"
#include "icliententitylist.h"
#include "igameevents.h"
#include "replay/ireplaymovierenderer.h"
#include "replay/ireplayscreenshotsystem.h"
#include "replay/replayutils.h"
#include "replay/replaylib.h"
#include "sv_sessionrecorder.h"
#include "sv_recordingsession.h"
#include "cl_screenshotmanager.h"
#include "netmessages.h"
#include "thinkmanager.h"
#include "managertest.h"
#include "vprof.h"
#include "sv_fileservercleanup.h"
#if !defined( _X360 )
#include "winlite.h"
#include "xbox/xboxstubs.h"
#endif
// TODO: Deal with linux build includes
#ifdef IS_WINDOWS_PC
#include <winsock.h>
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//----------------------------------------------------------------------------------------
#undef CreateEvent // Can't call IGameEventManager2::CreateEvent() without this
//----------------------------------------------------------------------------------------
#if !defined( DEDICATED )
IEngineClientReplay *g_pEngineClient = NULL;
CClientReplayContext *g_pClientReplayContextInternal = NULL;
IVDebugOverlay *g_pDebugOverlay = NULL;
IDownloadSystem *g_pDownloadSystem = NULL;
#endif
vgui::ILocalize *g_pVGuiLocalize = NULL;
CServerReplayContext *g_pServerReplayContext = NULL;
IClientReplay *g_pClient = NULL;
IServerReplay *g_pServer = NULL;
IEngineReplay *g_pEngine = NULL;
IGameEventManager2 *g_pGameEventManager = NULL;
IEngineTrace *g_pEngineTraceClient = NULL;
IReplayDemoPlayer *g_pReplayDemoPlayer = NULL;
IClientEntityList *entitylist = NULL; // icliententitylist.h forces the use of this name by externing in the header
//----------------------------------------------------------------------------------------
#define REPLAY_INIT( exp_ ) \
if ( !( exp_ ) ) \
{ \
Warning( "CReplaySystem::Connect() failed on: \"%s\"!\n", #exp_ ); \
return false; \
}
//----------------------------------------------------------------------------------------
class CReplaySystem : public CTier2AppSystem< IReplaySystem >
{
typedef CTier2AppSystem< IReplaySystem > BaseClass;
public:
virtual bool Connect( CreateInterfaceFn fnFactory )
{
REPLAY_INIT( fnFactory );
REPLAY_INIT( BaseClass::Connect( fnFactory ) );
ConVar_Register( FCVAR_CLIENTDLL );
REPLAY_INIT( g_pFullFileSystem );
g_pEngine = (IEngineReplay *)fnFactory( ENGINE_REPLAY_INTERFACE_VERSION, NULL );
REPLAY_INIT( g_pEngine );
REPLAY_INIT( g_pEngine->IsSupportedModAndPlatform() );
#if !defined( DEDICATED )
g_pEngineClient = (IEngineClientReplay *)fnFactory( ENGINE_REPLAY_CLIENT_INTERFACE_VERSION, NULL );
REPLAY_INIT( g_pEngineClient );
g_pEngineTraceClient = (IEngineTrace *)fnFactory( INTERFACEVERSION_ENGINETRACE_CLIENT, NULL );
REPLAY_INIT( g_pEngineTraceClient );
g_pReplayDemoPlayer = (IReplayDemoPlayer *)fnFactory( INTERFACEVERSION_REPLAYDEMOPLAYER, NULL );
REPLAY_INIT( g_pReplayDemoPlayer );
g_pVGuiLocalize = (vgui::ILocalize *)fnFactory( VGUI_LOCALIZE_INTERFACE_VERSION, NULL );
REPLAY_INIT( g_pVGuiLocalize );
g_pDebugOverlay = ( IVDebugOverlay * )fnFactory( VDEBUG_OVERLAY_INTERFACE_VERSION, NULL );
REPLAY_INIT( g_pDebugOverlay );
#endif
g_pGameEventManager = (IGameEventManager2 *)fnFactory( INTERFACEVERSION_GAMEEVENTSMANAGER2, NULL );
REPLAY_INIT( g_pGameEventManager );
#if !defined( DEDICATED )
g_pDownloadSystem = (IDownloadSystem *)fnFactory( INTERFACEVERSION_DOWNLOADSYSTEM, NULL );
REPLAY_INIT( g_pDownloadSystem );
// Create client context now if not running a dedicated server
if ( !g_pEngine->IsDedicated() )
{
g_pClientReplayContextInternal = new CClientReplayContext();
}
// ...and create server replay context if we are
else
#endif
{
g_pServerReplayContext = new CServerReplayContext();
}
#if defined( DEDICATED )
REPLAY_INIT( ReplayLib_Init( g_pEngine->GetGameDir(), NULL ) ) // Init without the client replay context
#else
REPLAY_INIT( ReplayLib_Init( g_pEngine->GetGameDir(), g_pClientReplayContextInternal ) );
#endif
Test();
return true;
}
virtual void Disconnect()
{
BaseClass::Disconnect();
}
virtual InitReturnVal_t Init()
{
InitReturnVal_t nRetVal = BaseClass::Init();
if ( nRetVal != INIT_OK )
return nRetVal;
return INIT_OK;
}
virtual void Shutdown()
{
BaseClass::Shutdown();
#if !defined( DEDICATED )
delete g_pClientReplayContextInternal;
g_pClientReplayContextInternal = NULL;
#endif
delete g_pServerReplayContext;
g_pServerReplayContext = NULL;
}
virtual void Think()
{
VPROF_BUDGET( "CReplaySystem::Think", VPROF_BUDGETGROUP_REPLAY );
g_pThinkManager->Think();
}
virtual bool IsReplayEnabled()
{
extern ConVar replay_enable;
return replay_enable.GetInt() != 0;
}
virtual bool IsRecording()
{
// NOTE: demoplayer->IsPlayingBack() needs to be checked here, as "replay_enable" and
// "replay_recording" will inevitably get stored with signon data in any playing demo.
// If the !demoplayer->IsPlayingBack() line is omitted below, Replay_IsRecording()
// becomes useless during demo playback and will always return true.
extern ConVar replay_recording;
#if !defined( DEDICATED )
return IsReplayEnabled() &&
replay_recording.GetInt() &&
!g_pEngineClient->IsDemoPlayingBack();
#else
return IsReplayEnabled() &&
replay_recording.GetInt();
#endif
}
//----------------------------------------------------------------------------------------
// Client-specific implementation:
//----------------------------------------------------------------------------------------
virtual bool CL_Init( CreateInterfaceFn fnClientFactory )
{
#if !defined( DEDICATED )
g_pClient = (IClientReplay *)fnClientFactory( CLIENT_REPLAY_INTERFACE_VERSION, NULL );
if ( !g_pClient )
return false;
entitylist = (IClientEntityList *)fnClientFactory( VCLIENTENTITYLIST_INTERFACE_VERSION, NULL );
if ( !entitylist )
return false;
if ( !g_pClientReplayContextInternal->Init( fnClientFactory ) )
return false;
return true;
#else
return false;
#endif
}
virtual void CL_Shutdown()
{
#if !defined( DEDICATED )
if ( g_pClientReplayContextInternal && g_pClientReplayContextInternal->IsInitialized() )
{
g_pClientReplayContextInternal->Shutdown();
}
#endif
}
virtual void CL_Render()
{
#if !defined( DEDICATED )
// If the replay system wants to take a screenshot, do it now
if ( g_pClientReplayContextInternal->m_pScreenshotManager->ShouldCaptureScreenshot() )
{
g_pClientReplayContextInternal->m_pScreenshotManager->DoCaptureScreenshot();
return;
}
// Currently rendering? NOTE: GetMovieRenderer() only returns a valid ptr during rendering
IReplayMovieRenderer *pReplayMovieRenderer = g_pClientReplayContextInternal->GetMovieRenderer();
if ( !pReplayMovieRenderer )
return;
pReplayMovieRenderer->RenderVideo();
#endif
}
virtual IClientReplayContext *CL_GetContext()
{
#if !defined( DEDICATED )
return g_pClientReplayContextInternal;
#else
return NULL;
#endif
}
//----------------------------------------------------------------------------------------
// Server-specific implementation:
//----------------------------------------------------------------------------------------
virtual bool SV_Init( CreateInterfaceFn fnServerFactory )
{
if ( !g_pEngine->IsDedicated() || !g_pServerReplayContext )
return false;
g_pServer = (IServerReplay *)fnServerFactory( SERVER_REPLAY_INTERFACE_VERSION, NULL );
if ( !g_pServer )
return false;
Assert( !ReplayServer() );
return g_pServerReplayContext->Init( fnServerFactory );
}
virtual void SV_Shutdown()
{
if ( g_pServerReplayContext && g_pServerReplayContext->IsInitialized() )
{
g_pServerReplayContext->Shutdown();
}
}
virtual IServerReplayContext *SV_GetContext()
{
return g_pServerReplayContext;
}
virtual bool SV_ShouldBeginRecording( bool bIsInWaitingForPlayers )
{
extern ConVar replay_enable;
return !bIsInWaitingForPlayers &&
#if !defined( DEDICATED )
!g_pEngineClient->IsPlayingReplayDemo() &&
#endif
replay_enable.GetBool();
}
virtual void SV_NotifyReplayRequested()
{
if ( !g_pEngine->IsSupportedModAndPlatform() )
return;
CServerRecordingSession *pSession = SV_GetRecordingSessionInProgress();
if ( !pSession )
return;
// A replay was requested - notify the session so we don't throw it away at the end of the round
pSession->NotifyReplayRequested();
}
virtual void SV_SendReplayEvent( const char *pEventName, int nClientSlot )
{
// Attempt to create the event
IGameEvent *pEvent = g_pGameEventManager->CreateEvent( pEventName, true );
if ( !pEvent )
return;
SV_SendReplayEvent( pEvent, nClientSlot );
}
virtual void SV_SendReplayEvent( IGameEvent *pEvent, int nClientSlot/*=-1*/ )
{
IServer *pGameServer = g_pEngine->GetGameServer();
if ( !pEvent )
return;
// Write event info to SVC_GameEvent msg
char buffer_data[MAX_EVENT_BYTES];
SVC_GameEvent msg;
msg.SetReliable( false );
msg.m_DataOut.StartWriting( buffer_data, sizeof( buffer_data ) );
if ( !g_pGameEventManager->SerializeEvent( pEvent, &msg.m_DataOut ) )
{
DevMsg( "Replay_SendReplayEvent(): failed to serialize event '%s'.\n", pEvent->GetName() );
goto free_event;
}
// Send to all clients?
if ( nClientSlot == -1 )
{
for ( int i = 0; i < pGameServer->GetClientCount(); ++i )
{
IClient *pClient = pGameServer->GetClient( i );
if ( pClient )
{
// Send the message
pClient->SendNetMsg( msg );
}
}
}
else // Send to just the one client?
{
IClient *pClient = pGameServer->GetClient( nClientSlot );
if ( pClient )
{
// Send the message
pClient->SendNetMsg( msg );
}
}
free_event:
g_pGameEventManager->FreeEvent( pEvent );
}
virtual void SV_EndRecordingSession( bool bForceSynchronousPublish/*=false*/ )
{
if ( !g_pEngine->IsSupportedModAndPlatform() )
return;
if ( !ReplayServer() )
return;
SV_GetSessionRecorder()->StopRecording( false );
if ( bForceSynchronousPublish )
{
// Publish all files
SV_GetSessionRecorder()->PublishAllSynchronous();
// This should unlock all sessions
SV_GetSessionRecorder()->UpdateSessionLocks();
// Let the session manager do any cleanup - this will remove files associated with a ditched
// session. For example, if the server was shut down in the middle of a round where no one
// saved a replay, the files will be published synchronously above and then cleaned up
// synchronously here.
SV_GetRecordingSessionManager()->DoSessionCleanup();
// Since the recording session manager will kick off a cleanup job, we need to wait for it
// here since we're shutting down.
SV_GetFileserverCleaner()->BlockForCompletion();
}
}
void Test()
{
#if !defined( DEDICATED ) && _DEBUG
// This gets called after interfaces are hooked up, and before any of the
// internal replay systems get init'd.
CTestManager::Test();
#endif
}
};
//----------------------------------------------------------------------------------------
static CReplaySystem s_Replay;
IReplaySystem *g_pReplay = &s_Replay;
//----------------------------------------------------------------------------------------
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CReplaySystem, IReplaySystem, REPLAY_INTERFACE_VERSION,
s_Replay );
//----------------------------------------------------------------------------------------
void Replay_MsgBox( const char *pText )
{
g_pClient->DisplayReplayMessage( pText, false, true, NULL );
}
void Replay_MsgBox( const wchar_t *pText )
{
g_pClient->DisplayReplayMessage( pText, false, true, NULL );
}
const char *Replay_GetDownloadURLPath()
{
static char s_szDownloadURLPath[MAX_OSPATH];
extern ConVar replay_fileserver_path; // NOTE: replicated
V_strcpy_safe( s_szDownloadURLPath, replay_fileserver_path.GetString() );
V_StripTrailingSlash( s_szDownloadURLPath );
V_FixSlashes( s_szDownloadURLPath, '/' );
// Get rid of starting slash
if ( s_szDownloadURLPath[0] == '/' )
return &s_szDownloadURLPath[1];
return s_szDownloadURLPath;
}
const char *Replay_GetDownloadURL()
{
#if 0
// Get the local host name
char szHostname[MAX_OSPATH];
if ( gethostname( szHostname, sizeof( szHostname ) ) == -1 )
{
Error( "Failed to send to Replay to client - couldn't get local IP.\n" );
return "";
}
#endif
// Construct the URL based on replicated cvars
static char s_szFileURL[ MAX_OSPATH ];
extern ConVar replay_fileserver_protocol;
extern ConVar replay_fileserver_host;
extern ConVar replay_fileserver_port;
V_snprintf(
s_szFileURL, sizeof( s_szFileURL ),
"%s://%s:%i/%s/",
replay_fileserver_protocol.GetString(),
replay_fileserver_host.GetString(),
replay_fileserver_port.GetInt(),
Replay_GetDownloadURLPath()
);
// Cleanup
V_FixDoubleSlashes( s_szFileURL + V_strlen("http://") );
return s_szFileURL;
}
//----------------------------------------------------------------------------------------
// Purpose: (client/server) Crack a URL into a base and a path
// NOTE: the URL *must contain a port* !
//
// Example: http://some.base.url:8080/a/path/here.txt cracks into:
// pBaseURL = "http://some.base.url:8080"
// pURLPath = "/a/path/here.txt"
//----------------------------------------------------------------------------------------
void Replay_CrackURL( const char *pURL, char *pBaseURLOut, char *pURLPathOut )
{
const char *pColon;
const char *pURLPath;
// Must at least have "http://"
if ( V_strlen(pURL) < 6 )
goto fail;
// Skip protocol ':' (eg http://)
pColon = V_strstr( pURL, ":" );
if ( !pColon )
goto fail;
// Find next colon
pColon = V_strstr( pColon + 1, ":" );
if ( !pColon )
goto fail;
// Copies "http[s]://<address>:<port>
pURLPath = V_strstr( pColon, "/" );
V_strncpy( pBaseURLOut, pURL, pURLPath - pURL + 1 );
V_strcpy( pURLPathOut, pURLPath );
return;
fail:
AssertMsg( 0, "Replay_CrackURL() was passed an invalid URL and has failed. This should never happen." );
}
#ifndef DEDICATED
void Replay_HudMsg( const char *pText, const char *pSound, bool bUrgent )
{
g_pClient->DisplayReplayMessage( pText, bUrgent, false, pSound );
}
#endif
//----------------------------------------------------------------------------------------