You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
200 lines
5.9 KiB
200 lines
5.9 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $Workfile: $
|
|
// $NoKeywords: $
|
|
//=============================================================================//
|
|
#if !defined( SERVER_H )
|
|
#define SERVER_H
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
|
|
#include "basetypes.h"
|
|
#include "filesystem.h"
|
|
#include "packed_entity.h"
|
|
#include "bitbuf.h"
|
|
#include "netadr.h"
|
|
#include "checksum_crc.h"
|
|
#include "quakedef.h"
|
|
#include "engine/IEngineSound.h"
|
|
#include "precache.h"
|
|
#include "sv_client.h"
|
|
#include "baseserver.h"
|
|
#include <ihltvdirector.h>
|
|
|
|
|
|
class CGameTrace;
|
|
class ITraceFilter;
|
|
class CEventInfo;
|
|
typedef CGameTrace trace_t;
|
|
typedef int TABLEID;
|
|
class IChangeInfoAccessor;
|
|
class CPureServerWhitelist;
|
|
|
|
|
|
// find a server class
|
|
ServerClass* SV_FindServerClass( const char *pName );
|
|
ServerClass* SV_FindServerClass( int index );
|
|
|
|
|
|
//=============================================================================
|
|
|
|
// Max # of master servers this server can be associated with
|
|
|
|
class CGameServer : public CBaseServer
|
|
{
|
|
|
|
public:
|
|
CGameServer();
|
|
virtual ~CGameServer();
|
|
|
|
|
|
public: // IServer implementation
|
|
|
|
bool IsPausable( void ) const;
|
|
void Init( bool isDedicated );
|
|
void Clear( void );
|
|
void Shutdown( void );
|
|
void SetMaxClients(int number);
|
|
|
|
public:
|
|
void InitMaxClients( void );
|
|
bool SpawnServer( const char *szMapName, const char *szMapFile, const char *startspot );
|
|
void SetQueryPortFromSteamServer();
|
|
void CopyPureServerWhitelistToStringTable();
|
|
void RemoveClientFromGame( CBaseClient *client );
|
|
void SendClientMessages ( bool bSendSnapshots );
|
|
void FinishRestore();
|
|
void BroadcastSound( SoundInfo_t &sound, IRecipientFilter &filter );
|
|
bool IsLevelMainMenuBackground( void ) { return m_bIsLevelMainMenuBackground; }
|
|
|
|
// This is true when we start a level and sv_pure is set to 1.
|
|
bool IsInPureServerMode() const;
|
|
CPureServerWhitelist * GetPureServerWhitelist() const;
|
|
|
|
inline CGameClient *Client( int i ) { return static_cast<CGameClient*>(m_Clients[i]); };
|
|
|
|
protected :
|
|
|
|
// Reload the whitelist files for pure server mode.
|
|
void ReloadWhitelist( const char *pMapName );
|
|
|
|
CBaseClient *CreateNewClient( int slot );
|
|
bool FinishCertificateCheck( netadr_t &adr, int nAuthProtocol, const char *szRawCertificate, int clientChallenge );
|
|
void SendClientDatagrams ( int clientCount, CGameClient** clients, CFrameSnapshot* pSnapshot );
|
|
void CopyTempEntities( CFrameSnapshot* pSnapshot );
|
|
void AssignClassIds();
|
|
|
|
virtual void UpdateMasterServerPlayers();
|
|
|
|
// Data
|
|
public:
|
|
|
|
bool m_bLoadgame; // handle connections specially
|
|
|
|
char m_szStartspot[64];
|
|
|
|
int num_edicts;
|
|
int max_edicts;
|
|
int free_edicts; // how many edicts in num_edicts are free, in use is num_edicts - free_edicts
|
|
edict_t *edicts; // Can array index now, edict_t is fixed
|
|
IChangeInfoAccessor *edictchangeinfo; // HACK to allow backward compat since we can't change edict_t layout
|
|
|
|
int m_nMaxClientsLimit; // Max allowed on server.
|
|
|
|
bool allowsignonwrites;
|
|
bool dll_initialized; // Have we loaded the game dll.
|
|
|
|
bool m_bIsLevelMainMenuBackground; // true if the level running only as the background to the main menu
|
|
|
|
CUtlVector<CEventInfo*> m_TempEntities; // temp entities
|
|
|
|
bf_write m_FullSendTables;
|
|
CUtlMemory<byte> m_FullSendTablesBuffer;
|
|
|
|
bool m_bLoadedPlugins;
|
|
|
|
public:
|
|
|
|
// New style precache lists are done this way
|
|
void CreateEngineStringTables( void );
|
|
|
|
INetworkStringTable *GetModelPrecacheTable( void ) const;
|
|
INetworkStringTable *GetGenericPrecacheTable( void ) const;
|
|
INetworkStringTable *GetSoundPrecacheTable( void ) const;
|
|
INetworkStringTable *GetDecalPrecacheTable( void ) const;
|
|
|
|
INetworkStringTable *GetDynamicModelsTable( void ) const { return m_pDynamicModelsTable; }
|
|
|
|
|
|
// Accessors to model precaching stuff
|
|
int PrecacheModel( char const *name, int flags, model_t *model = NULL );
|
|
model_t *GetModel( int index );
|
|
int LookupModelIndex( char const *name );
|
|
|
|
// Accessors to model precaching stuff
|
|
int PrecacheSound( char const *name, int flags );
|
|
char const *GetSound( int index );
|
|
int LookupSoundIndex( char const *name );
|
|
|
|
int PrecacheGeneric( char const *name, int flags );
|
|
char const *GetGeneric( int index );
|
|
int LookupGenericIndex( char const *name );
|
|
|
|
int PrecacheDecal( char const *name, int flags );
|
|
int LookupDecalIndex( char const *name );
|
|
|
|
void DumpPrecacheStats( INetworkStringTable *table );
|
|
|
|
bool IsHibernating() const;
|
|
void UpdateHibernationState();
|
|
|
|
private:
|
|
void SetHibernating( bool bHibernating );
|
|
|
|
CPrecacheItem model_precache[ MAX_MODELS ];
|
|
CPrecacheItem generic_precache[ MAX_GENERIC ];
|
|
CPrecacheItem sound_precache[ MAX_SOUNDS ];
|
|
CPrecacheItem decal_precache[ MAX_BASE_DECALS ];
|
|
|
|
INetworkStringTable *m_pModelPrecacheTable;
|
|
INetworkStringTable *m_pSoundPrecacheTable;
|
|
INetworkStringTable *m_pGenericPrecacheTable;
|
|
INetworkStringTable *m_pDecalPrecacheTable;
|
|
|
|
INetworkStringTable *m_pDynamicModelsTable;
|
|
|
|
CPureServerWhitelist *m_pPureServerWhitelist;
|
|
bool m_bHibernating; // Are we hibernating. Hibernation makes server process consume approx 0 CPU when no clients are connected
|
|
};
|
|
|
|
//============================================================================
|
|
|
|
class IServerGameDLL;
|
|
class IServerGameEnts;
|
|
class IServerGameClients;
|
|
class IServerGameTags;
|
|
extern IServerGameDLL *serverGameDLL;
|
|
extern int g_iServerGameDLLVersion;
|
|
extern IServerGameEnts *serverGameEnts;
|
|
|
|
extern IServerGameClients *serverGameClients;
|
|
extern int g_iServerGameClientsVersion; // This matches the number at the end of the interface name (so for "ServerGameClients004", this would be 4).
|
|
|
|
extern IHLTVDirector *serverGameDirector;
|
|
|
|
extern IServerGameTags *serverGameTags;
|
|
|
|
// Master server address struct for use in building heartbeats
|
|
extern ConVar skill;
|
|
extern ConVar deathmatch;
|
|
extern ConVar coop;
|
|
|
|
extern CGameServer sv; // local server
|
|
extern CGameClient *host_client; // current processing client
|
|
|
|
|
|
#endif // SERVER_H
|