Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Expose things from GameInterface.cpp. Mostly the engine interfaces.
//
// $NoKeywords: $
//=============================================================================//
#ifndef GAMEINTERFACE_H
#define GAMEINTERFACE_H
#ifdef _WIN32
#pragma once
#endif
#include "mapentities.h"
class IReplayFactory;
extern INetworkStringTable *g_pStringTableInfoPanel;
extern INetworkStringTable *g_pStringTableServerMapCycle;
#ifdef TF_DLL
extern INetworkStringTable *g_pStringTableServerPopFiles;
#endif
// Player / Client related functions
// Most of this is implemented in gameinterface.cpp, but some of it is per-mod in files like cs_gameinterface.cpp, etc.
class CServerGameClients : public IServerGameClients
{
public:
virtual bool ClientConnect( edict_t *pEntity, char const* pszName, char const* pszAddress, char *reject, int maxrejectlen ) OVERRIDE;
virtual void ClientActive( edict_t *pEntity, bool bLoadGame ) OVERRIDE;
virtual void ClientDisconnect( edict_t *pEntity ) OVERRIDE;
virtual void ClientPutInServer( edict_t *pEntity, const char *playername ) OVERRIDE;
virtual void ClientCommand( edict_t *pEntity, const CCommand &args ) OVERRIDE;
virtual void ClientSettingsChanged( edict_t *pEntity ) OVERRIDE;
virtual void ClientSetupVisibility( edict_t *pViewEntity, edict_t *pClient, unsigned char *pvs, int pvssize ) OVERRIDE;
virtual float ProcessUsercmds( edict_t *player, bf_read *buf, int numcmds, int totalcmds,
int dropped_packets, bool ignore, bool paused ) OVERRIDE;
// Player is running a command
virtual void PostClientMessagesSent_DEPRECIATED( void ) OVERRIDE;
virtual void SetCommandClient( int index ) OVERRIDE;
virtual CPlayerState *GetPlayerState( edict_t *player ) OVERRIDE;
virtual void ClientEarPosition( edict_t *pEntity, Vector *pEarOrigin ) OVERRIDE;
virtual void GetPlayerLimits( int& minplayers, int& maxplayers, int &defaultMaxPlayers ) const OVERRIDE;
// returns number of delay ticks if player is in Replay mode (0 = no delay)
virtual int GetReplayDelay( edict_t *player, int& entity ) OVERRIDE;
// Anything this game .dll wants to add to the bug reporter text (e.g., the entity/model under the picker crosshair)
// can be added here
virtual void GetBugReportInfo( char *buf, int buflen ) OVERRIDE;
virtual void NetworkIDValidated( const char *pszUserName, const char *pszNetworkID ) OVERRIDE;
// The client has submitted a keyvalues command
virtual void ClientCommandKeyValues( edict_t *pEntity, KeyValues *pKeyValues ) OVERRIDE;
// Notify that the player is spawned
virtual void ClientSpawned( edict_t *pPlayer ) OVERRIDE;
};
class CServerGameDLL : public IServerGameDLL
{
public:
virtual bool DLLInit(CreateInterfaceFn engineFactory, CreateInterfaceFn physicsFactory,
CreateInterfaceFn fileSystemFactory, CGlobalVars *pGlobals) OVERRIDE;
virtual void DLLShutdown( void ) OVERRIDE;
// Get the simulation interval (must be compiled with identical values into both client and game .dll for MOD!!!)
virtual bool ReplayInit( CreateInterfaceFn fnReplayFactory ) OVERRIDE;
virtual float GetTickInterval( void ) const OVERRIDE;
virtual bool GameInit( void ) OVERRIDE;
virtual void GameShutdown( void ) OVERRIDE;
virtual bool LevelInit( const char *pMapName, char const *pMapEntities, char const *pOldLevel, char const *pLandmarkName, bool loadGame, bool background ) OVERRIDE;
virtual void ServerActivate( edict_t *pEdictList, int edictCount, int clientMax ) OVERRIDE;
virtual void LevelShutdown( void ) OVERRIDE;
virtual void GameFrame( bool simulating ) OVERRIDE; // could be called multiple times before sending data to clients
virtual void PreClientUpdate( bool simulating ) OVERRIDE; // called after all GameFrame() calls, before sending data to clients
virtual ServerClass* GetAllServerClasses( void ) OVERRIDE;
virtual const char *GetGameDescription( void ) OVERRIDE;
virtual void CreateNetworkStringTables( void ) OVERRIDE;
// Save/restore system hooks
virtual CSaveRestoreData *SaveInit( int size ) OVERRIDE;
virtual void SaveWriteFields( CSaveRestoreData *, char const* , void *, datamap_t *, typedescription_t *, int ) OVERRIDE;
virtual void SaveReadFields( CSaveRestoreData *, char const* , void *, datamap_t *, typedescription_t *, int ) OVERRIDE;
virtual void SaveGlobalState( CSaveRestoreData * ) OVERRIDE;
virtual void RestoreGlobalState( CSaveRestoreData * ) OVERRIDE;
virtual int CreateEntityTransitionList( CSaveRestoreData *, int ) OVERRIDE;
virtual void BuildAdjacentMapList( void ) OVERRIDE;
virtual void PreSave( CSaveRestoreData * ) OVERRIDE;
virtual void Save( CSaveRestoreData * ) OVERRIDE;
virtual void GetSaveComment( char *comment, int maxlength, float flMinutes, float flSeconds, bool bNoTime = false ) OVERRIDE;
#ifdef _XBOX
virtual void GetTitleName( const char *pMapName, char* pTitleBuff, int titleBuffSize ) OVERRIDE;
#endif
virtual void WriteSaveHeaders( CSaveRestoreData * ) OVERRIDE;
virtual void ReadRestoreHeaders( CSaveRestoreData * ) OVERRIDE;
virtual void Restore( CSaveRestoreData *, bool ) OVERRIDE;
virtual bool IsRestoring() OVERRIDE;
// Retrieve info needed for parsing the specified user message
virtual bool GetUserMessageInfo( int msg_type, char *name, int maxnamelength, int& size ) OVERRIDE;
virtual CStandardSendProxies* GetStandardSendProxies() OVERRIDE;
virtual void PostInit() OVERRIDE;
virtual void Think( bool finalTick ) OVERRIDE;
virtual void OnQueryCvarValueFinished( QueryCvarCookie_t iCookie, edict_t *pPlayerEntity, EQueryCvarValueStatus eStatus, const char *pCvarName, const char *pCvarValue ) OVERRIDE;
virtual void PreSaveGameLoaded( char const *pSaveName, bool bInGame ) OVERRIDE;
// Returns true if the game DLL wants the server not to be made public.
// Used by commentary system to hide multiplayer commentary servers from the master.
virtual bool ShouldHideServer( void ) OVERRIDE;
virtual void InvalidateMdlCache() OVERRIDE;
virtual void SetServerHibernation( bool bHibernating ) OVERRIDE;
float m_fAutoSaveDangerousTime;
float m_fAutoSaveDangerousMinHealthToCommit;
bool m_bIsHibernating;
// Called after the steam API has been activated post-level startup
virtual void GameServerSteamAPIActivated( void ) OVERRIDE;
// Called after the steam API has been shutdown post-level startup
virtual void GameServerSteamAPIShutdown( void ) OVERRIDE;
// interface to the new GC based lobby system
virtual IServerGCLobby *GetServerGCLobby() OVERRIDE;
virtual const char *GetServerBrowserMapOverride() OVERRIDE;
virtual const char *GetServerBrowserGameData() OVERRIDE;
// Called to add output to the status command
virtual void Status( void (*print) (const char *fmt, ...) ) OVERRIDE;
virtual void PrepareLevelResources( /* in/out */ char *pszMapName, size_t nMapNameSize,
/* in/out */ char *pszMapFile, size_t nMapFileSize ) OVERRIDE;
virtual ePrepareLevelResourcesResult AsyncPrepareLevelResources( /* in/out */ char *pszMapName, size_t nMapNameSize,
/* in/out */ char *pszMapFile, size_t nMapFileSize,
float *flProgress = NULL ) OVERRIDE;
virtual eCanProvideLevelResult CanProvideLevel( /* in/out */ char *pMapName, int nMapNameMax ) OVERRIDE;
// Called to see if the game server is okay with a manual changelevel or map command
virtual bool IsManualMapChangeOkay( const char **pszReason ) OVERRIDE;
private:
// This can just be a wrapper on MapEntity_ParseAllEntities, but CS does some tricks in here
// with the entity list.
void LevelInit_ParseAllEntities( const char *pMapEntities );
void LoadMessageOfTheDay();
void LoadSpecificMOTDMsg( const ConVar &convar, const char *pszStringName );
};
// Normally, when the engine calls ClientPutInServer, it calls a global function in the game DLL
// by the same name. Use this to override the function that it calls. This is used for bots.
typedef CBasePlayer* (*ClientPutInServerOverrideFn)( edict_t *pEdict, const char *playername );
void ClientPutInServerOverride( ClientPutInServerOverrideFn fn );
// -------------------------------------------------------------------------------------------- //
// Entity list management stuff.
// -------------------------------------------------------------------------------------------- //
// These are created for map entities in order as the map entities are spawned.
class CMapEntityRef
{
public:
int m_iEdict; // Which edict slot this entity got. -1 if CreateEntityByName failed.
int m_iSerialNumber; // The edict serial number. TODO used anywhere ?
};
extern CUtlLinkedList<CMapEntityRef, unsigned short> g_MapEntityRefs;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CMapLoadEntityFilter : public IMapEntityFilter
{
public:
virtual bool ShouldCreateEntity( const char *pClassname )
{
// During map load, create all the entities.
return true;
}
virtual CBaseEntity* CreateNextEntity( const char *pClassname )
{
CBaseEntity *pRet = CreateEntityByName( pClassname );
CMapEntityRef ref;
ref.m_iEdict = -1;
ref.m_iSerialNumber = -1;
if ( pRet )
{
ref.m_iEdict = pRet->entindex();
if ( pRet->edict() )
ref.m_iSerialNumber = pRet->edict()->m_NetworkSerialNumber;
}
g_MapEntityRefs.AddToTail( ref );
return pRet;
}
};
bool IsEngineThreaded();
class CServerGameTags : public IServerGameTags
{
public:
virtual void GetTaggedConVarList( KeyValues *pCvarTagList );
};
EXPOSE_SINGLE_INTERFACE( CServerGameTags, IServerGameTags, INTERFACEVERSION_SERVERGAMETAGS );
#endif // GAMEINTERFACE_H