Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Handles all the functions for implementing remote access to the engine
//
//===========================================================================//
#ifndef SV_REMOTEACCESS_H
#define SV_REMOTEACCESS_H
#ifdef _WIN32
#pragma once
#endif
#include "igameserverdata.h"
#include "utlbuffer.h"
#include "utllinkedlist.h"
class CRConServer;
class CServerRemoteAccess : public IGameServerData
{
public:
CServerRemoteAccess();
// handles a request
virtual void WriteDataRequest( ra_listener_id listener, const void *buffer, int bufferSize );
void WriteDataRequest( CRConServer *pNetworkListener, ra_listener_id listener, const void *buffer, int bufferSize);
// gets return value from the server
// returns the number of bytes read
virtual int ReadDataResponse( ra_listener_id listener, void *buffer, int bufferSize);
int GetDataResponseSize( ra_listener_id listener );
// sends a message to all the watching admin UI's
void SendMessageToAdminUI( ra_listener_id listenerID, const char *message);
void SendVProfData( ra_listener_id listenerID, bool bGroupData, void *data, int len );
virtual ra_listener_id GetNextListenerID( bool authConnection, const netadr_t *adr = NULL );
virtual void RegisterAdminUIID( ra_listener_id listener ) { m_AdminUIID = listener; }
ra_listener_id GetAdminUIID() { return m_AdminUIID; }
void GetStatsString(char *buf, int bufSize); // also used by the 'stats' command
void UploadScreenshot( const char *pFileName );
private:
void RespondString( ra_listener_id listener, int requestID, const char *pString );
void RequestValue( ra_listener_id listener, int requestID, const char *variable );
void SetValue(const char *variable, const char *value);
void ExecCommand(const char *cmdString);
bool LookupValue(const char *variable, CUtlBuffer &value);
const char *LookupStringValue(const char *variable);
bool IsAuthenticated( ra_listener_id listener );
void CheckPassword( CRConServer *pNetworkListener, ra_listener_id listener, int requestID, const char *password );
void BadPassword( CRConServer *pNetworkListener, ra_listener_id listener );
void LogCommand( ra_listener_id listener, const char *msg );
void SendResponseToClient( ra_listener_id listenerID, ServerDataResponseType_t type, void *pData, int nDataLen );
// specific value requests
void GetUserBanList(CUtlBuffer &value);
void GetPlayerList(CUtlBuffer &value);
void GetMapList(CUtlBuffer &value);
// list of responses waiting to be sent
struct DataResponse_t
{
CUtlBuffer packet;
ra_listener_id responderID;
};
CUtlLinkedList<DataResponse_t, int> m_ResponsePackets;
struct ListenerStore_t
{
ra_listener_id listenerID;
bool authenticated;
bool m_bHasAddress;
netadr_t adr;
};
CUtlLinkedList<ListenerStore_t, int> m_ListenerIDs;
ra_listener_id m_NextListenerID;
int m_nScreenshotListener;
int m_iBytesSent;
int m_iBytesReceived;
ra_listener_id m_AdminUIID;
};
extern CServerRemoteAccess g_ServerRemoteAccess;
extern "C" void NotifyDedicatedServerUI(const char *message);
#endif // SV_REMOTEACCESS_H