261 lines
7.8 KiB
C++
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
|