Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef SV_SERVERPLUGIN_H
#define SV_SERVERPLUGIN_H
#ifdef _WIN32
#pragma once
#endif
#include "eiface.h"
#include "engine/iserverplugin.h"
//---------------------------------------------------------------------------------
// Purpose: a single plugin
//---------------------------------------------------------------------------------
class CPlugin
{
public:
CPlugin();
~CPlugin();
const char *GetName();
bool Load( const char *fileName );
void Unload();
void Disable( bool state );
bool IsDisabled() { return m_bDisable; }
int GetPluginInterfaceVersion() const { return m_iPluginInterfaceVersion; }
IServerPluginCallbacks *GetCallback();
private:
void SetName( const char *name );
char m_szName[128];
bool m_bDisable;
IServerPluginCallbacks *m_pPlugin;
int m_iPluginInterfaceVersion; // Tells if we got INTERFACEVERSION_ISERVERPLUGINCALLBACKS or an older version.
CSysModule *m_pPluginModule;
};
//---------------------------------------------------------------------------------
// Purpose: implenents passthroughs for plugins and their special helper functions
//---------------------------------------------------------------------------------
class CServerPlugin : public IServerPluginHelpers
{
public:
CServerPlugin();
~CServerPlugin();
// management functions
void LoadPlugins();
void UnloadPlugins();
bool UnloadPlugin( int index );
bool LoadPlugin( const char *fileName );
void DisablePlugins();
void DisablePlugin( int index );
void EnablePlugins();
void EnablePlugin( int index );
void PrintDetails();
// multiplex the passthroughs
virtual void LevelInit( char const *pMapName,
char const *pMapEntities, char const *pOldLevel,
char const *pLandmarkName, bool loadGame, bool background );
virtual void ServerActivate( edict_t *pEdictList, int edictCount, int clientMax );
virtual void GameFrame( bool simulating );
virtual void LevelShutdown( void );
virtual void ClientActive( edict_t *pEntity, bool bLoadGame );
virtual void ClientDisconnect( edict_t *pEntity );
virtual void ClientPutInServer( edict_t *pEntity, char const *playername );
virtual void SetCommandClient( int index );
virtual void ClientSettingsChanged( edict_t *pEdict );
virtual bool ClientConnect( edict_t *pEntity, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen );
virtual void ClientCommand( edict_t *pEntity, const CCommand &args );
virtual void NetworkIDValidated( const char *pszUserName, const char *pszNetworkID );
virtual void OnQueryCvarValueFinished( QueryCvarCookie_t iCookie, edict_t *pPlayerEntity, EQueryCvarValueStatus eStatus, const char *pCvarName, const char *pCvarValue );
// implement helpers
virtual void CreateMessage( edict_t *pEntity, DIALOG_TYPE type, KeyValues *data, IServerPluginCallbacks *plugin );
virtual void ClientCommand( edict_t *pEntity, const char *cmd );
virtual QueryCvarCookie_t StartQueryCvarValue( edict_t *pEntity, const char *pName );
int GetNumLoadedPlugins( void ){ return m_Plugins.Count(); }
private:
CUtlVector<CPlugin *> m_Plugins;
IPluginHelpersCheck *m_PluginHelperCheck;
public:
//New plugin interface callbacks
virtual void OnEdictAllocated( edict_t *edict );
virtual void OnEdictFreed( const edict_t *edict );
};
extern CServerPlugin *g_pServerPluginHandler;
class IClient;
QueryCvarCookie_t SendCvarValueQueryToClient( IClient *client, const char *pCvarName, bool bPluginQuery );
#endif //SV_SERVERPLUGIN_H