//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef ICLIENT_H #define ICLIENT_H #ifdef _WIN32 #pragma once #endif #include #include "tier0/platform.h" #include "userid.h" #include "tier1/utlvector.h" class IServer; class INetMessage; struct NetMessageCvar_t; abstract_class IClient : public INetChannelHandler { public: virtual ~IClient() {} // connect client virtual void Connect( const char * szName, int nUserID, INetChannel *pNetChannel, bool bFakePlayer, CUtlVector< NetMessageCvar_t > *pVecCvars = NULL ) = 0; // set the client in a pending state waiting for a new game virtual void Inactivate( void ) = 0; // Reconnect without dropiing the netchannel virtual void Reconnect( void ) = 0; // froce reconnect // disconnects a client with a given reason virtual void Disconnect( const char *reason, ... ) = 0; virtual int GetPlayerSlot() const = 0; // returns client slot (usually entity number-1) virtual int GetUserID() const = 0; // unique ID on this server virtual const USERID_t GetNetworkID() const = 0; // network wide ID virtual const char *GetClientName() const = 0; // returns client name virtual INetChannel *GetNetChannel() = 0; // returns client netchannel virtual IServer *GetServer() = 0; // returns the object server the client belongs to virtual const char *GetUserSetting(const char *cvar) const = 0; // returns a clients FCVAR_USERINFO setting virtual const char *GetNetworkIDString() const = 0; // returns a human readable representation of the network id // set/get client data rate in bytes/second virtual void SetRate( int nRate, bool bForce ) = 0; virtual int GetRate( void ) const = 0; // set/get updates/second rate virtual void SetUpdateRate( int nUpdateRate, bool bForce ) = 0; virtual int GetUpdateRate( void ) const = 0; // clear complete object & free all memory virtual void Clear( void ) = 0; // returns the highest world tick number acknowledge by client virtual int GetMaxAckTickCount() const = 0; // execute a client command virtual bool ExecuteStringCommand( const char *s ) = 0; // send client a network message virtual bool SendNetMsg(INetMessage &msg, bool bForceReliable = false, bool bVoice = false ) = 0; // send client a text message virtual void ClientPrintf (const char *fmt, ...) = 0; // client has established network channels, nothing else virtual bool IsConnected( void ) const = 0; // client is downloading signon data virtual bool IsSpawned( void ) const = 0; // client active is ingame, receiving snapshots virtual bool IsActive( void ) const = 0; // returns true, if client is not a real player virtual bool IsFakeClient( void ) const = 0; // returns true, if client is a HLTV proxy virtual bool IsHLTV( void ) const = 0; // returns true, if client is a Replay proxy virtual bool IsReplay( void ) const = 0; // returns true, if client hears this player virtual bool IsHearingClient(int index) const = 0; // returns true, if client hears this player by proximity virtual bool IsProximityHearingClient(int index) const = 0; virtual void SetMaxRoutablePayloadSize( int nMaxRoutablePayloadSize ) = 0; // returns true, if client is a split screen user virtual bool IsSplitScreenUser( void ) const = 0; virtual bool CheckConnect( void ) = 0; virtual bool IsLowViolenceClient( void ) const = 0; virtual IClient *GetSplitScreenOwner() = 0; // get the number of players on this client's machine virtual int GetNumPlayers() = 0; virtual bool IsHumanPlayer() const = 0; }; #endif // ICLIENT_H