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