Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef BASERECORDINGSESSIONBLOCKMANAGER_H
#define BASERECORDINGSESSIONBLOCKMANAGER_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "genericpersistentmanager.h"
#include "replay/replayhandle.h"
#include "replay/irecordingsessionblockmanager.h"
#include "utlstring.h"
#include "baserecordingsession.h"
#include "replay/basereplayserializeable.h"
#include "baserecordingsessionblock.h"
//----------------------------------------------------------------------------------------
class KeyValues;
class CBaseReplayContext;
class IReplayContext;
//----------------------------------------------------------------------------------------
//
// Maintains a persistent list of session blocks in a keyvalues file
//
class CBaseRecordingSessionBlockManager : public CGenericPersistentManager< CBaseRecordingSessionBlock >,
public IRecordingSessionBlockManager
{
typedef CGenericPersistentManager< CBaseRecordingSessionBlock > BaseClass;
public:
CBaseRecordingSessionBlockManager( IReplayContext *pContext );
virtual bool Init();
//
// IRecordingSessionBlockManager
//
CBaseRecordingSessionBlock *GetBlock( ReplayHandle_t hBlock );
virtual void DeleteBlock( CBaseRecordingSessionBlock *pBlock );
virtual void UnloadBlock( CBaseRecordingSessionBlock *pBlock );
virtual const char *GetBlockPath() const;
virtual void LoadBlockFromFileName( const char *pFilename, IRecordingSession *pSession ); // NOTE: This will not actually add the block to the session block manager - this is for loading blocks and adding them to recording sessions so they can be deleted from disk and cleaned up from the fileserver if necessary.
// Find the block for with the given reconstruction index for the given session
CBaseRecordingSessionBlock *FindBlockForSession( ReplayHandle_t hSession, int iReconstruction );
// Gets something like "replays/<client|server>/blocks/"
const char *GetSavePath() const;
protected:
virtual bool ShouldSerializeToIndividualFiles() const { return true; }
virtual const char *GetRelativeIndexPath() const;
virtual bool ShouldLoadBlocks() const = 0;
//
// CBaseThinker
//
virtual float GetNextThinkTime() const;
IReplayContext *m_pContext;
private:
virtual const char *GetDebugName() const { return "block manager"; }
virtual int GetVersion() const;
virtual const char *GetIndexFilename() const { return "blocks." GENERIC_FILE_EXTENSION; }
};
//----------------------------------------------------------------------------------------
#endif // BASERECORDINGSESSIONBLOCKMANAGER_H