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257 lines
8.9 KiB
257 lines
8.9 KiB
5 years ago
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//========= Copyright 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 BASECLIENTSTATE_H
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#define BASECLIENTSTATE_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 <protocol.h>
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#include <client_class.h>
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#include <cdll_int.h>
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#include <netadr.h>
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#include "common.h"
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#include "clockdriftmgr.h"
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#include "convar.h"
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#include "cl_bounded_cvars.h"
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// Only send this many requests before timing out.
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#define CL_CONNECTION_RETRIES 4
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// Mininum time gap (in seconds) before a subsequent connection request is sent.
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#define CL_MIN_RESEND_TIME 1.5f
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// Max time. The cvar cl_resend is bounded by these.
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#define CL_MAX_RESEND_TIME 20.0f
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// In release, send commands at least this many times per second
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#define MIN_CMD_RATE 10.0f
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#define MAX_CMD_RATE 100.0f
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extern ConVar cl_name;
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// This represents a server's
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class C_ServerClassInfo
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{
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public:
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C_ServerClassInfo();
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~C_ServerClassInfo();
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public:
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ClientClass *m_pClientClass;
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char *m_ClassName;
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char *m_DatatableName;
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// This is an index into the network string table (cl.GetInstanceBaselineTable()).
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int m_InstanceBaselineIndex; // INVALID_STRING_INDEX if not initialized yet.
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};
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#define EndGameAssertMsg( assertion, msg ) \
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if ( !(assertion) )\
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Host_EndGame msg
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class CNetworkStringTableContainer;
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class PackedEntity;
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class INetworkStringTable;
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class CEntityReadInfo;
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abstract_class CBaseClientState : public INetChannelHandler, public IConnectionlessPacketHandler, public IServerMessageHandler
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{
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public:
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CBaseClientState();
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virtual ~CBaseClientState();
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public: // IConnectionlessPacketHandler interface:
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virtual bool ProcessConnectionlessPacket(struct netpacket_s *packet);
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public: // INetMsgHandler interface:
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virtual void ConnectionStart(INetChannel *chan);
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virtual void ConnectionClosing( const char *reason );
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virtual void ConnectionCrashed(const char *reason);
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virtual void PacketStart(int incoming_sequence, int outgoing_acknowledged) {};
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virtual void PacketEnd( void ) {};
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virtual void FileReceived( const char *fileName, unsigned int transferID );
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virtual void FileRequested( const char *fileName, unsigned int transferID );
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virtual void FileDenied( const char *fileName, unsigned int transferID );
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virtual void FileSent( const char *fileName, unsigned int transferID );
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public: // IServerMessageHandlers
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PROCESS_NET_MESSAGE( Tick );
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PROCESS_NET_MESSAGE( StringCmd );
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PROCESS_NET_MESSAGE( SetConVar );
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PROCESS_NET_MESSAGE( SignonState );
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PROCESS_SVC_MESSAGE( Print );
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PROCESS_SVC_MESSAGE( ServerInfo );
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PROCESS_SVC_MESSAGE( SendTable );
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PROCESS_SVC_MESSAGE( ClassInfo );
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PROCESS_SVC_MESSAGE( SetPause );
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PROCESS_SVC_MESSAGE( CreateStringTable );
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PROCESS_SVC_MESSAGE( UpdateStringTable );
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PROCESS_SVC_MESSAGE( SetView );
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PROCESS_SVC_MESSAGE( PacketEntities );
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PROCESS_SVC_MESSAGE( Menu );
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PROCESS_SVC_MESSAGE( GameEventList );
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PROCESS_SVC_MESSAGE( GetCvarValue );
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PROCESS_SVC_MESSAGE( CmdKeyValues );
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PROCESS_SVC_MESSAGE( SetPauseTimed );
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// Returns dem file protocol version, or, if not playing a demo, just returns PROTOCOL_VERSION
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virtual int GetDemoProtocolVersion() const;
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public:
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inline bool IsActive( void ) const { return m_nSignonState == SIGNONSTATE_FULL; };
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inline bool IsConnected( void ) const { return m_nSignonState >= SIGNONSTATE_CONNECTED; };
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virtual void Clear( void );
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virtual void FullConnect( netadr_t &adr ); // a connection was established
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virtual void Connect(const char* adr, const char *pszSourceTag); // start a connection challenge
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virtual bool SetSignonState ( int state, int count );
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virtual void Disconnect( const char *pszReason, bool bShowMainMenu );
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virtual void SendConnectPacket (int challengeNr, int authProtocol, uint64 unGSSteamID, bool bGSSecure );
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virtual const char *GetCDKeyHash() { return "123"; }
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virtual void RunFrame ( void );
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virtual void CheckForResend ( void );
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virtual void InstallStringTableCallback( char const *tableName ) { }
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virtual bool HookClientStringTable( char const *tableName ) { return false; }
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virtual bool LinkClasses( void );
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virtual int GetConnectionRetryNumber() const { return CL_CONNECTION_RETRIES; }
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virtual const char *GetClientName() { return cl_name.GetString(); }
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static ClientClass* FindClientClass(const char *pClassName);
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CClockDriftMgr& GetClockDriftMgr();
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int GetClientTickCount() const; // Get the client tick count.
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void SetClientTickCount( int tick );
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int GetServerTickCount() const;
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void SetServerTickCount( int tick );
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void SetClientAndServerTickCount( int tick );
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INetworkStringTable *GetStringTable( const char * name ) const;
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PackedEntity *GetEntityBaseline( int iBaseline, int nEntityIndex );
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void SetEntityBaseline(int iBaseline, ClientClass *pClientClass, int index, char *packedData, int length);
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void CopyEntityBaseline( int iFrom, int iTo );
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void FreeEntityBaselines();
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bool GetClassBaseline( int iClass, void const **pData, int *pDatalen );
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ClientClass *GetClientClass( int i );
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void ForceFullUpdate( void );
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void SendStringCmd(const char * command);
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void ReadPacketEntities( CEntityReadInfo &u );
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virtual void ReadEnterPVS( CEntityReadInfo &u ) = 0;
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virtual void ReadLeavePVS( CEntityReadInfo &u ) = 0;
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virtual void ReadDeltaEnt( CEntityReadInfo &u ) = 0;
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virtual void ReadPreserveEnt( CEntityReadInfo &u ) = 0;
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virtual void ReadDeletions( CEntityReadInfo &u ) = 0;
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bool IsClientConnectionViaMatchMaking( void );
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static bool ConnectMethodAllowsRedirects( void );
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private:
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bool PrepareSteamConnectResponse( uint64 unGSSteamID, bool bGSSecure, const netadr_t &adr, bf_write &msg );
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public:
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// Connection to server.
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int m_Socket; // network socket
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INetChannel *m_NetChannel; // Our sequenced channel to the remote server.
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unsigned int m_nChallengeNr; // connection challenge number
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double m_flConnectTime; // If gap of connect_time to net_time > 3000, then resend connect packet
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int m_nRetryNumber; // number of retry connection attemps
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char m_szRetryAddress[ MAX_OSPATH ];
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CUtlString m_sRetrySourceTag; // string that describes why we decided to connect to this server (empty for command line, "serverbrowser", "quickplay", etc)
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int m_retryChallenge; // challenge we sent to the server
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int m_nSignonState; // see SIGNONSTATE_* definitions
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double m_flNextCmdTime; // When can we send the next command packet?
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int m_nServerCount; // server identification for prespawns, must match the svs.spawncount which
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// is incremented on server spawning. This supercedes svs.spawn_issued, in that
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// we can now spend a fair amount of time sitting connected to the server
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// but downloading models, sounds, etc. So much time that it is possible that the
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// server might change levels again and, if so, we need to know that.
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uint64 m_ulGameServerSteamID; // Steam ID of the game server we are trying to connect to, or are connected to. Zero if unknown
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int m_nCurrentSequence; // this is the sequence number of the current incoming packet
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CClockDriftMgr m_ClockDriftMgr;
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int m_nDeltaTick; // last valid received snapshot (server) tick
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bool m_bPaused; // send over by server
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float m_flPausedExpireTime;
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int m_nViewEntity; // cl_entitites[cl.viewentity] == player point of view
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int m_nPlayerSlot; // own player entity index-1. skips world. Add 1 to get cl_entitites index;
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char m_szLevelFileName[ 128 ]; // for display on solo scoreboard
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char m_szLevelBaseName[ 128 ]; // removes maps/ and .bsp extension
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int m_nMaxClients; // max clients on server
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PackedEntity *m_pEntityBaselines[2][MAX_EDICTS]; // storing entity baselines
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// This stuff manages the receiving of data tables and instantiating of client versions
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// of server-side classes.
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C_ServerClassInfo *m_pServerClasses;
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int m_nServerClasses;
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int m_nServerClassBits;
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char m_szEncrytionKey[STEAM_KEYSIZE];
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unsigned int m_iEncryptionKeySize;
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CNetworkStringTableContainer *m_StringTableContainer;
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bool m_bRestrictServerCommands; // If true, then the server is only allowed to execute commands marked with FCVAR_SERVER_CAN_EXECUTE on the client.
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bool m_bRestrictClientCommands; // If true, then IVEngineClient::ClientCmd is only allowed to execute commands marked with FCVAR_CLIENTCMD_CAN_EXECUTE on the client.
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};
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inline CClockDriftMgr& CBaseClientState::GetClockDriftMgr()
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{
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return m_ClockDriftMgr;
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}
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inline void CBaseClientState::SetClientTickCount( int tick )
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{
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m_ClockDriftMgr.m_nClientTick = tick;
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}
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inline int CBaseClientState::GetClientTickCount() const
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{
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return m_ClockDriftMgr.m_nClientTick;
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}
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inline int CBaseClientState::GetServerTickCount() const
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{
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return m_ClockDriftMgr.m_nServerTick;
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}
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inline void CBaseClientState::SetServerTickCount( int tick )
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{
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m_ClockDriftMgr.m_nServerTick = tick;
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}
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inline void CBaseClientState::SetClientAndServerTickCount( int tick )
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{
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m_ClockDriftMgr.m_nServerTick = m_ClockDriftMgr.m_nClientTick = tick;
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}
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#endif // BASECLIENTSTATE_H
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