Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef REPLAYDEMO_H
#define REPLAYDEMO_H
#ifdef _WIN32
#pragma once
#endif
#include <filesystem.h>
#include "demo.h"
#include "demofile.h"
#define TMP_REPLAY_FILENAME ".replay.tmp"
class CReplayFrame;
class CReplayServer;
class CRecordingSessionBlock;
class CReplayDemoRecorder : public IDemoRecorder
{
public:
CReplayDemoRecorder( CReplayServer* pServer );
virtual ~CReplayDemoRecorder();
CDemoFile *GetDemoFile();
int GetRecordingTick();
private:
friend class CReplayServer; // Calls to Start/StopRecording() should be funneled through CReplayServer
void StartRecording();
void StopRecording();
const char *GetDemoFilename();
public:
void SetSignonState( int state ) {}
bool IsRecording();
void PauseRecording() {}
void ResumeRecording() {}
void RecordCommand( const char *cmdstring );
void RecordUserInput( int cmdnumber ) {} ; // not need by Replay recorder
void RecordMessages( bf_read &data, int bits );
void RecordPacket();
void RecordServerClasses( ServerClass *pClasses );
void RecordStringTables();
void ResetDemoInterpolation() {}
void WriteFrame( CReplayFrame *pFrame );
void CloseFile();
void WriteServerInfo();
int WriteSignonData(); // write all necessary signon data and returns written bytes
void WriteMessages( unsigned char cmd, bf_write &message );
int GetMaxAckTickCount();
void GetUniqueDemoFilename( char* pOut, int nLength );
const char *GetRecordingFilename();
public:
CDemoFile m_DemoFile;
// TODO: I believe this can be removed
char m_szDumpFilename[MAX_OSPATH]; // The name of the file name to which we are currently (or will eventually)
// write the demo, depending on cvar, "replay_record_directly_to_disk"
bool m_bIsRecording;
bool m_bWrittenFirstFullUpdate;
int m_nFrameCount;
int m_nStartTick;
int m_SequenceInfo;
int m_nDeltaTick;
int m_nSignonTick;
bf_write m_MessageData; // temp buffer for all network messages
CReplayServer *m_pReplayServer;
private:
void StartRecording( const char *pFilename, bool bContinuously );
};
#endif // REPLAYDEMO_H