//========= Copyright © 1996-2005, 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" #ifndef NO_STEAM #include "steam/steam_gameserver.h" #endif extern INetworkStringTable *g_pStringTableInfoPanel; // 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 ); virtual void ClientActive( edict_t *pEntity, bool bLoadGame ); virtual void ClientFullyConnect( edict_t *pEntity ); virtual void ClientDisconnect( edict_t *pEntity ); virtual void ClientPutInServer( edict_t *pEntity, const char *playername ); virtual void ClientCommand( edict_t *pEntity, const CCommand &args ); virtual void ClientSettingsChanged( edict_t *pEntity ); virtual void ClientSetupVisibility( edict_t *pViewEntity, edict_t *pClient, unsigned char *pvs, int pvssize ); virtual float ProcessUsercmds( edict_t *player, bf_read *buf, int numcmds, int totalcmds, int dropped_packets, bool ignore, bool paused ); // Player is running a command virtual void PostClientMessagesSent( void ); virtual void SetCommandClient( int index ); virtual CPlayerState *GetPlayerState( edict_t *player ); virtual void ClientEarPosition( edict_t *pEntity, Vector *pEarOrigin ); virtual void GetPlayerLimits( int& minplayers, int& maxplayers, int &defaultMaxPlayers ) const; // returns number of delay ticks if player is in Replay mode (0 = no delay) virtual int GetReplayDelay( edict_t *player, int& entity ); // 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 ); // A player sent a voice packet virtual void ClientVoice( edict_t *pEdict ); virtual void NetworkIDValidated( const char *pszUserName, const char *pszNetworkID ); virtual int GetMaxSplitscreenPlayers(); virtual int GetMaxHumanPlayers(); // The client has submitted a keyvalues command virtual void ClientCommandKeyValues( edict_t *pEntity, KeyValues *pKeyValues ); }; class CServerGameDLL : public IServerGameDLL { public: virtual bool DLLInit(CreateInterfaceFn engineFactory, CreateInterfaceFn physicsFactory, CreateInterfaceFn fileSystemFactory, CGlobalVars *pGlobals); virtual void DLLShutdown( void ); // Get the simulation interval (must be compiled with identical values into both client and game .dll for MOD!!!) virtual float GetTickInterval( void ) const; virtual bool GameInit( void ); virtual void GameShutdown( void ); virtual bool LevelInit( const char *pMapName, char const *pMapEntities, char const *pOldLevel, char const *pLandmarkName, bool loadGame, bool background ); virtual void ServerActivate( edict_t *pEdictList, int edictCount, int clientMax ); virtual void LevelShutdown( void ); virtual void GameFrame( bool simulating ); // could be called multiple times before sending data to clients virtual void PreClientUpdate( bool simulating ); // called after all GameFrame() calls, before sending data to clients virtual ServerClass* GetAllServerClasses( void ); virtual const char *GetGameDescription( void ); virtual void CreateNetworkStringTables( void ); // Save/restore system hooks virtual CSaveRestoreData *SaveInit( int size ); virtual void SaveWriteFields( CSaveRestoreData *, char const* , void *, datamap_t *, typedescription_t *, int ); virtual void SaveReadFields( CSaveRestoreData *, char const* , void *, datamap_t *, typedescription_t *, int ); virtual void SaveGlobalState( CSaveRestoreData * ); virtual void RestoreGlobalState( CSaveRestoreData * ); virtual int CreateEntityTransitionList( CSaveRestoreData *, int ); virtual void BuildAdjacentMapList( void ); virtual void PreSave( CSaveRestoreData * ); virtual void Save( CSaveRestoreData * ); virtual void GetSaveComment( char *comment, int maxlength, float flMinutes, float flSeconds, bool bNoTime = false ); #ifdef _XBOX virtual void GetTitleName( const char *pMapName, char* pTitleBuff, int titleBuffSize ); #endif virtual void WriteSaveHeaders( CSaveRestoreData * ); virtual void ReadRestoreHeaders( CSaveRestoreData * ); virtual void Restore( CSaveRestoreData *, bool ); virtual bool IsRestoring(); virtual bool SupportsSaveRestore(); // Retrieve info needed for parsing the specified user message virtual bool GetUserMessageInfo( int msg_type, char *name, int maxnamelength, int& size ); virtual CStandardSendProxies* GetStandardSendProxies(); virtual void PostInit(); virtual void PostToolsInit(); virtual void Think( bool finalTick ); virtual void OnQueryCvarValueFinished( QueryCvarCookie_t iCookie, edict_t *pPlayerEntity, EQueryCvarValueStatus eStatus, const char *pCvarName, const char *pCvarValue ); virtual void PreSaveGameLoaded( char const *pSaveName, bool bInGame ); // 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 ); virtual void InvalidateMdlCache(); // Called to apply lobby settings to a dedicated server virtual void ApplyGameSettings( KeyValues *pKV ); virtual void GetMatchmakingTags( char *buf, size_t bufSize ); virtual void ServerHibernationUpdate( bool bHibernating ); virtual bool ShouldPreferSteamAuth(); virtual void GetMatchmakingGameData( char *buf, size_t bufSize ); // does this game support randomly generated maps? virtual bool SupportsRandomMaps(); // return true to disconnect client due to timeout (used to do stricter timeouts when the game is sure the client isn't loading a map) virtual bool ShouldTimeoutClient( int nUserID, float flTimeSinceLastReceived ); float m_fAutoSaveDangerousTime; float m_fAutoSaveDangerousMinHealthToCommit; bool m_bIsHibernating; // Called after the steam API has been activated post-level startup virtual void GameServerSteamAPIActivated( void ); protected: KeyValues* FindLaunchOptionByValue( KeyValues *pLaunchOptions, char const *szLaunchOption ); 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(); }; // 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 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 ); #ifndef NO_STEAM //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- class CSteam3Server : public CSteamGameServerAPIContext { public: CSteam3Server(); void Shutdown( void ) { Clear(); m_bInitialized = false; } bool CheckInitialized( void ) { if ( !m_bInitialized ) { Init(); m_bInitialized = true; return true; } return false; } private: bool m_bInitialized; }; CSteam3Server &Steam3Server(); #endif #endif // GAMEINTERFACE_H