Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef SV_RECORDINGSESSION_H
#define SV_RECORDINGSESSION_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "baserecordingsession.h"
#include "basethinker.h"
#include "utlbuffer.h"
#include "sv_filepublish.h"
#include "replay/replaytime.h"
#include "sessioninfoheader.h"
//----------------------------------------------------------------------------------------
class IFilePublisher;
//----------------------------------------------------------------------------------------
class CServerRecordingSession : public CBaseRecordingSession
{
typedef CBaseRecordingSession BaseClass;
public:
CServerRecordingSession( IReplayContext *pContext );
~CServerRecordingSession();
virtual bool Read( KeyValues *pIn );
virtual void Write( KeyValues *pOut );
virtual void OnDelete();
virtual void SetLocked( bool bLocked );
virtual void PopulateWithRecordingData( int nCurrentRecordingStartTick );
void NotifyReplayRequested() { m_bReplaysRequested = true; }
double GetSecondsToExpiration() const;
bool SessionExpired() const;
#ifdef _DEBUG
void VerifyLocks();
#endif
private:
virtual bool ShouldDitchSession() const;
bool m_bReplaysRequested;
int m_nLifeSpan;
CReplayTime m_RecordTime;
};
//----------------------------------------------------------------------------------------
inline CServerRecordingSession *SV_CastSession( CBaseRecordingSession *pSession )
{
return static_cast< CServerRecordingSession * >( pSession );
}
//----------------------------------------------------------------------------------------
#endif // SV_RECORDINGSESSION_H