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49 lines
1.4 KiB
49 lines
1.4 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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// $NoKeywords: $
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//
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//=============================================================================//
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#ifndef IREPLAYSERVER_H
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#define IREPLAYSERVER_H
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#ifdef _WIN32
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#pragma once
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#endif
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//-----------------------------------------------------------------------------
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#include "interface.h"
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//-----------------------------------------------------------------------------
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class IServer;
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class IReplayDirector;
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class IGameEvent;
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struct netadr_s;
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class CServerReplay;
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//-----------------------------------------------------------------------------
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// Interface the Replay module exposes to the engine
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//-----------------------------------------------------------------------------
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#define INTERFACEVERSION_REPLAYSERVER "ReplayServer001"
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class IReplayServer : public IBaseInterface
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{
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public:
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virtual ~IReplayServer() {}
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virtual IServer *GetBaseServer() = 0; // get Replay base server interface
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virtual IReplayDirector *GetDirector() = 0; // get director interface
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virtual int GetReplaySlot() = 0; // return entity index-1 of Replay in game
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virtual float GetOnlineTime() = 0; // seconds since broadcast started
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virtual void BroadcastEvent(IGameEvent *event) = 0; // send a director command to all specs
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virtual bool IsRecording() = 0;
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virtual void StartRecording() = 0;
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virtual void StopRecording() = 0;
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};
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#endif
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