Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#include "replaysystem.h"
#include "cl_replaymanager.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//----------------------------------------------------------------------------------------
void OnReplayEnableChanged( IConVar *pVar, const char *pOldValue, float flOldValue );
void OnReplayRecordingChanged( IConVar *pVar, const char *pOldValue, float flOldValue );
//----------------------------------------------------------------------------------------
// Replicated
ConVar replay_enable( "replay_enable", "0", FCVAR_REPLICATED | FCVAR_DONTRECORD, "Enable Replay recording on server", true, 0, true, 1, OnReplayEnableChanged );
ConVar replay_recording( "replay_recording", "0", FCVAR_REPLICATED | FCVAR_DONTRECORD | FCVAR_HIDDEN, "", true, 0, true, 1, OnReplayRecordingChanged );
ConVar replay_flushinterval( "replay_flushinterval", "15", FCVAR_DONTRECORD | FCVAR_ARCHIVE, "Replay system will flush to disk a maximum of every replay_flushinterval seconds.", true, 1.0f, true, 60.0f );
//----------------------------------------------------------------------------------------
//
// A little class to keep OnReplayEnableChanged() from recursing unnecessarily
//
class CSimpleCounter
{
public:
CSimpleCounter() { ++m_nCounter; }
~CSimpleCounter() { --m_nCounter; }
int GetCounter() const { return m_nCounter; }
private:
static int m_nCounter;
};
int CSimpleCounter::m_nCounter = 0;
//----------------------------------------------------------------------------------------
void OnReplayEnableChanged( IConVar *pVar, const char *pOldValue, float flOldValue )
{
// We want to avoid recursing when we SetValue() on replay_enable (ie 'var')
CSimpleCounter counter;
if ( counter.GetCounter() != 1 )
return;
if ( !g_pEngine->IsDedicated() )
return;
ConVarRef var( pVar );
if ( (int)flOldValue == var.GetInt() )
return;
/*
ConVarRef tv_enable( "tv_enable" );
if ( var.GetBool() && tv_enable.IsValid() && tv_enable.GetBool() )
{
var.SetValue( 0 );
Warning( "Error: SourceTV is enabled. Please disable SourceTV if you wish to enable Replay.\n" );
return;
}
*/
const int nNewValue = var.GetInt();
if ( nNewValue )
{
g_pServerReplayContext->FlagForConVarSanityCheck();
}
else
{
// Reset value - note that the recursion depth counter will keep this from being dumb.
var.SetValue( 0 );
// End recording, which will clear the value again.
g_pReplay->SV_EndRecordingSession( false );
}
g_pEngine->RecalculateTags();
}
void OnReplayRecordingChanged( IConVar *pVar, const char *pOldValue, float flOldValue )
{
if ( g_pEngine->IsDedicated() )
return;
#if !defined( DEDICATED )
// If we're playing back a replay, we don't care
if ( g_pEngineClient->IsPlayingReplayDemo() )
return;
// Client-only
CL_GetReplayManager()->OnReplayRecordingCvarChanged();
#endif
}