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//====== Copyright <EFBFBD> 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 SERVERBENCHMARK_BASE_H
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#define SERVERBENCHMARK_BASE_H
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#ifdef _WIN32
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#pragma once
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#endif
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// The base server code calls into this.
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class IServerBenchmark
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{
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public:
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virtual bool StartBenchmark() = 0;
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virtual void UpdateBenchmark() = 0;
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virtual bool IsBenchmarkRunning() = 0;
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virtual bool IsLocalBenchmarkPlayer( CBasePlayer *pPlayer ) = 0;
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// Game-specific benchmark code should use this.
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virtual int RandomInt( int nMin, int nMax ) = 0;
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virtual float RandomFloat( float flMin, float flMax ) = 0;
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virtual int GetTickOffset() = 0;
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};
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extern IServerBenchmark *g_pServerBenchmark;
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//
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// Each game can derive from this to hook into the server benchmark.
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//
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// Hooks should always use g_pServerBenchmark->RandomInt/Float to get random numbers
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// so the benchmark is deterministic.
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//
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// If they use an absolute tick number for anything, then they should also call g_pServerBenchmark->GetTickOffset()
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// to get a tick count since the start of the benchmark instead of looking at gpGlobals->tickcount.
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//
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class CServerBenchmarkHook
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{
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public:
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CServerBenchmarkHook();
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virtual void StartBenchmark() {}
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virtual void UpdateBenchmark() {}
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// Give a list of model names that can be spawned in for physics props during the simulation.
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virtual void GetPhysicsModelNames( CUtlVector<char*> &modelNames ) = 0;
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// The benchmark will call this to create a bot each time it wants to create a player.
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// If you want to manage the bots yourself, you can return NULL here.
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virtual CBasePlayer* CreateBot() = 0;
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private:
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friend class CServerBenchmark;
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static CServerBenchmarkHook *s_pBenchmarkHook; // There can be only one!!
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};
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#endif // SERVERBENCHMARK_BASE_H
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