Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#ifndef REMOTESERVER_H
#define REMOTESERVER_H
#ifdef _WIN32
#pragma once
#endif
#include "UtlLinkedList.h"
#include "igameserverdata.h"
class IServerDataResponse;
//-----------------------------------------------------------------------------
// Purpose: Configures and installs the connection to the game server (remote or local)
//-----------------------------------------------------------------------------
class CRemoteServer
{
public:
CRemoteServer();
~CRemoteServer();
// setup this object
void Initialize();
// remote connection
void ConnectRemoteGameServer(unsigned int ip, unsigned short port, const char *password);
// request a cvar/data from the server
void RequestValue(IServerDataResponse *requester, const char *variable);
// sets a value
void SetValue(const char *variable, const char *value);
// sends a custom command
void SendCommand(const char *commandString);
// changes the current password on the server
// responds with "PasswordChange" "true" or "PasswordChange" "false"
void ChangeAccessPassword(IServerDataResponse *requester, const char *newPassword);
// process any return values, firing any IServerDataResponse items
// returns true if any items were fired
bool ProcessServerResponse();
// Adds a constant watches for a particular message. Used to handle
// information channels from the server->client (map changed, player joined, etc.)
void AddServerMessageHandler(IServerDataResponse *handler, const char *watch);
// removes a requester from the list to guarantee the pointer won't be used
void RemoveServerDataResponseTarget(IServerDataResponse *invalidRequester);
private:
int m_iCurrentRequestID;
ra_listener_id m_ListenerID;
bool m_bInitialized;
// list of all the currently waiting response handlers
struct ResponseHandler_t
{
int requestID;
IServerDataResponse *handler;
};
CUtlLinkedList<ResponseHandler_t, int> m_ResponseHandlers;
// list of constant response handlers
struct MessageHandler_t
{
char messageName[32];
IServerDataResponse *handler;
};
CUtlLinkedList<MessageHandler_t, int> m_MessageHandlers;
};
//-----------------------------------------------------------------------------
// Purpose: callback interface
//-----------------------------------------------------------------------------
class IServerDataResponse
{
public:
// called when the server has returned a requested value
virtual void OnServerDataResponse(const char *value, const char *response) = 0;
};
// singleton accessor
extern CRemoteServer &RemoteServer();
#endif // REMOTESERVER_H