sqwarmed/sdk_src/game/shared/igamesystem.h

261 lines
7.8 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef IGAMESYSTEM_H
#define IGAMESYSTEM_H
#ifdef _WIN32
#pragma once
#endif
//-----------------------------------------------------------------------------
// Game systems are singleton objects in the client + server codebase responsible for
// various tasks
// The order in which the server systems appear in this list are the
// order in which they are initialized and updated. They are shut down in
// reverse order from which they are initialized.
//-----------------------------------------------------------------------------
#ifdef GAME_DLL
class CBasePlayer;
class CUserCmd;
#endif
// UNDONE: Do these need GameInit/GameShutdown as well?
// UNDONE: Remove the Pre/Post entity semantics and rely on system ordering?
// FIXME: Remove all ifdef CLIENT_DLL if we can...
abstract_class IGameSystem
{
public:
// GameSystems are expected to implement these methods.
virtual char const *Name() = 0;
// Init, shutdown
// return true on success. false to abort DLL init!
virtual bool Init() = 0;
virtual void PostInit() = 0;
virtual void Shutdown() = 0;
// Level init, shutdown
virtual void LevelInitPreEntity() = 0;
// entities are created / spawned / precached here
virtual void LevelInitPostEntity() = 0;
virtual void LevelShutdownPreEntity() = 0;
// Entities are deleted / released here...
virtual void LevelShutdownPostEntity() = 0;
// end of level shutdown
// Called during game save
virtual void OnSave() = 0;
// Called during game restore, after the local player has connected and entities have been fully restored
virtual void OnRestore() = 0;
// Called every frame. It's safe to remove an igamesystem from within this callback.
virtual void SafeRemoveIfDesired() = 0;
virtual bool IsPerFrame() = 0;
// destructor, cleans up automagically....
virtual ~IGameSystem();
// Client systems can use this to get at the map name
static char const* MapName();
// These methods are used to add and remove server systems from the
// main server loop. The systems are invoked in the order in which
// they are added.
static void Add ( IGameSystem* pSys );
static void Remove ( IGameSystem* pSys );
static void RemoveAll ( );
// These methods are used to initialize, shutdown, etc all systems
static bool InitAllSystems();
static void PostInitAllSystems();
static void ShutdownAllSystems();
static void LevelInitPreEntityAllSystems( char const* pMapName );
static void LevelInitPostEntityAllSystems();
static void LevelShutdownPreEntityAllSystems();
static void LevelShutdownPostEntityAllSystems();
static void OnSaveAllSystems();
static void OnRestoreAllSystems();
static void SafeRemoveIfDesiredAllSystems();
#ifdef CLIENT_DLL
static void PreRenderAllSystems();
static void UpdateAllSystems( float frametime );
static void PostRenderAllSystems();
#else
static void FrameUpdatePreEntityThinkAllSystems();
static void FrameUpdatePostEntityThinkAllSystems();
static void PreClientUpdateAllSystems();
// Accessors for the above function
#ifdef GAME_DLL
static CBasePlayer *RunCommandPlayer();
static CUserCmd *RunCommandUserCmd();
#endif
#endif
};
class IGameSystemPerFrame : public IGameSystem
{
public:
// destructor, cleans up automagically....
virtual ~IGameSystemPerFrame();
#ifdef CLIENT_DLL
// Called before rendering
virtual void PreRender() = 0;
// Gets called each frame
virtual void Update( float frametime ) = 0;
// Called after rendering
virtual void PostRender() = 0;
#else
// Called each frame before entities think
virtual void FrameUpdatePreEntityThink() = 0;
// called after entities think
virtual void FrameUpdatePostEntityThink() = 0;
virtual void PreClientUpdate() = 0;
#endif
};
// Quick and dirty server system for users who don't care about precise ordering
// and usually only want to implement a few of the callbacks
class CBaseGameSystem : public IGameSystem
{
public:
virtual char const *Name() { return "unnamed"; }
// Init, shutdown
// return true on success. false to abort DLL init!
virtual bool Init() { return true; }
virtual void PostInit() {}
virtual void Shutdown() {}
// Level init, shutdown
virtual void LevelInitPreEntity() {}
virtual void LevelInitPostEntity() {}
virtual void LevelShutdownPreEntity() {}
virtual void LevelShutdownPostEntity() {}
virtual void OnSave() {}
virtual void OnRestore() {}
virtual void SafeRemoveIfDesired() {}
virtual bool IsPerFrame() { return false; }
private:
// Prevent anyone derived from CBaseGameSystem from implementing these, they need
// to derive from CBaseGameSystemPerFrame below!!!
#ifdef CLIENT_DLL
// Called before rendering
virtual void PreRender() {}
// Gets called each frame
virtual void Update( float frametime ) {}
// Called after rendering
virtual void PostRender() {}
#else
// Called each frame before entities think
virtual void FrameUpdatePreEntityThink() {}
// called after entities think
virtual void FrameUpdatePostEntityThink() {}
virtual void PreClientUpdate() {}
#endif
};
// Quick and dirty server system for users who don't care about precise ordering
// and usually only want to implement a few of the callbacks
class CBaseGameSystemPerFrame : public IGameSystemPerFrame
{
public:
virtual char const *Name() { return "unnamed"; }
// Init, shutdown
// return true on success. false to abort DLL init!
virtual bool Init() { return true; }
virtual void PostInit() {}
virtual void Shutdown() {}
// Level init, shutdown
virtual void LevelInitPreEntity() {}
virtual void LevelInitPostEntity() {}
virtual void LevelShutdownPreEntity() {}
virtual void LevelShutdownPostEntity() {}
virtual void OnSave() {}
virtual void OnRestore() {}
virtual void SafeRemoveIfDesired() {}
virtual bool IsPerFrame() { return true; }
#ifdef CLIENT_DLL
// Called before rendering
virtual void PreRender () { }
// Gets called each frame
virtual void Update( float frametime ) { }
// Called after rendering
virtual void PostRender () { }
#else
// Called each frame before entities think
virtual void FrameUpdatePreEntityThink() { }
// called after entities think
virtual void FrameUpdatePostEntityThink() { }
virtual void PreClientUpdate() { }
#endif
};
// Quick and dirty server system for users who don't care about precise ordering
// and usually only want to implement a few of the callbacks
class CAutoGameSystem : public CBaseGameSystem
{
public:
CAutoGameSystem( char const *name = NULL ); // hooks in at startup, no need to explicitly add
CAutoGameSystem *m_pNext;
virtual char const *Name() { return m_pszName ? m_pszName : "unnamed"; }
private:
char const *m_pszName;
};
//-----------------------------------------------------------------------------
// Purpose: This is a CAutoGameSystem which also cares about the "per frame" hooks
//-----------------------------------------------------------------------------
class CAutoGameSystemPerFrame : public CBaseGameSystemPerFrame
{
public:
CAutoGameSystemPerFrame( char const *name = NULL );
CAutoGameSystemPerFrame *m_pNext;
virtual char const *Name() { return m_pszName ? m_pszName : "unnamed"; }
private:
char const *m_pszName;
};
//-----------------------------------------------------------------------------
// Purpose: This interface is here to add more hooks than IGameSystemPerFrame exposes,
// so we don't pollute it with hooks that only the tool cares about
//-----------------------------------------------------------------------------
class IToolFrameworkServer
{
public:
virtual void PreSetupVisibility() = 0;
};
#endif // IGAMESYSTEM_H