Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef REPLAY_H
#define REPLAY_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "replay/iqueryablereplayitem.h"
#include "replay/replaytime.h"
#include "replay/basereplayserializeable.h"
#include "qlimits.h"
#include "utlstring.h"
#include "utlvector.h"
#include "replay/shared_defs.h"
//----------------------------------------------------------------------------------------
class IReplayDownloadEventHandler;
class CReplayScreenshot;
class CReplayPerformance;
//----------------------------------------------------------------------------------------
class CReplay : public CBaseReplaySerializeable,
public IQueryableReplayItem
{
typedef CBaseReplaySerializeable BaseClass;
public:
enum ReplayStatus_t
{
REPLAYSTATUS_INVALID,
REPLAYSTATUS_ERROR,
REPLAYSTATUS_DOWNLOADPHASE, // Multiple sub-states during download state
REPLAYSTATUS_READYTOCONVERT, // Download is complete, ready to convert
REPLAYSTATUS_RENDERING, // Currently rendering the file
REPLAYSTATUS_RENDERED,
REPLAYSTATUS_MAX
};
CReplay();
virtual ~CReplay() {}
//
// IReplaySerializeable
//
virtual const char *GetSubKeyTitle() const;
virtual const char *GetPath() const;
virtual void OnDelete();
virtual bool Read( KeyValues *pIn );
virtual void Write( KeyValues *pOut );
virtual void DumpGameSpecificData() const {}
virtual void Update() {}
// Hooks to allow replays to setup event listeners, etc.
virtual void OnBeginRecording() {}
virtual void OnEndRecording() {}
// Called when a replay is "completed"
virtual void OnComplete();
// Should we allow this replay to be deleted?
virtual bool ShouldAllowDelete() const { return true; }
void AutoNameTitleIfEmpty();
void AddScreenshot( int nWidth, int nHeight, const char *pBaseFilename );
bool HasReconstructedReplay() const;
bool IsSignificantBlock( int iBlockReconstruction ) const; // Does this replay care about the given block?
CReplayPerformance *AddNewPerformance( bool bGenTitle = true, bool bGenFilename = true );
void AddPerformance( KeyValues *pIn );
void AddPerformance( CReplayPerformance *pPerformance );
// Accessors:
inline int GetScreenshotCount() const { return m_vecScreenshots.Count(); }
inline const CReplayScreenshot *GetScreenshot( int i ) const { return m_vecScreenshots[ i ]; }
bool IsDownloaded() const;
inline int GetPerformanceCount() const { return m_vecPerformances.Count(); }
CReplayPerformance *GetPerformance( int i );
const CReplayPerformance *GetPerformance( int i ) const;
inline bool HasPerformance( CReplayPerformance *pPerformance ) { return m_vecPerformances.Find( pPerformance ) != m_vecPerformances.InvalidIndex(); }
bool FindPerformance( CReplayPerformance *pPerformance, int &iResult );
CReplayPerformance *GetPerformanceWithTitle( const wchar_t *pTitle );
inline const char *GetMapName() const { return m_szMapName; }
inline int GetSpawnTick() const { return m_nSpawnTick; }
inline int GetDeathTick() const { return m_nDeathTick; }
// IQueryableReplayItem implementation:
virtual const CReplayTime &GetItemDate() const;
virtual bool IsItemRendered() const;
virtual CReplay *GetItemReplay();
virtual ReplayHandle_t GetItemReplayHandle() const;
virtual QueryableReplayItemHandle_t GetItemHandle() const;
virtual const wchar_t *GetItemTitle() const;
virtual void SetItemTitle( const wchar_t *pTitle );
virtual float GetItemLength() const;
virtual void *GetUserData();
virtual void SetUserData( void* pUserData );
virtual bool IsItemAMovie() const;
// Non-persistent data
mutable IReplayDownloadEventHandler *m_pDownloadEventHandler; // Implemented by replay browser - the reason we've got one per replay rather than
// one per download group is because the browser needs to receive events per-thumbnail
bool m_bSaved; // True as soon as the replay is saved to disk for the first time
bool m_bRequestedByUser; // Did the user request to save this replay?
bool m_bComplete; // Indicates whether the replay is done recording - this should be false
// until the player dies, the round ends, or the level changes
void *m_pUserData;
float m_flNextUpdateTime;
bool m_bDirty;
// Persistent data
ReplayHandle_t m_hSession; // The recording session in which this replay was recorded
char m_szMapName[MAX_OSPATH];
ReplayStatus_t m_nStatus;
const char* m_pFileURL; // In the form <protocol>://<server address>:<port number>/path/file - points to the string in the download group
wchar_t m_wszTitle[MAX_REPLAY_TITLE_LENGTH];
CUtlString m_strKilledBy; // Name of player who killed, if any
int m_nDeathTime;
int m_nSpawnTick;
int m_nDeathTick;
float m_flLength; // The length of the entire replay, including the post-death time, in seconds
bool m_bRendered; // Has the replay been rendered yet?
int m_nPlayerSlot; // Player slot (+1), used to determine which player recorded the demo during playback
int m_nPostDeathRecordTime; // replay_postdeathrecordtime at the time of record
CUtlVector< CReplayScreenshot * > m_vecScreenshots;
CUtlVector< CReplayPerformance * > m_vecPerformances;
int m_iMaxSessionBlockRequired; // The maximum session block required to reconstruct a viewable .dem file from spawn tick until length
CReplayTime m_RecordTime; // Contains time/date when spawn tick was recorded
float m_flStartTime; // Start time (uses engine's host_time)
CUtlString m_strReconstructedFilename;
bool m_bSavedDuringThisSession;
};
//----------------------------------------------------------------------------------------
#endif // REPLAY_H