You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
66 lines
1.9 KiB
66 lines
1.9 KiB
5 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
//=============================================================================
|
||
|
|
||
|
#ifndef SERVERBENCHMARK_BASE_H
|
||
|
#define SERVERBENCHMARK_BASE_H
|
||
|
#ifdef _WIN32
|
||
|
#pragma once
|
||
|
#endif
|
||
|
|
||
|
|
||
|
// The base server code calls into this.
|
||
|
class IServerBenchmark
|
||
|
{
|
||
|
public:
|
||
|
virtual bool StartBenchmark() = 0;
|
||
|
virtual void UpdateBenchmark() = 0;
|
||
|
virtual void EndBenchmark() = 0;
|
||
|
|
||
|
virtual bool IsBenchmarkRunning() = 0;
|
||
|
virtual bool IsLocalBenchmarkPlayer( CBasePlayer *pPlayer ) = 0;
|
||
|
|
||
|
// Game-specific benchmark code should use this.
|
||
|
virtual int RandomInt( int nMin, int nMax ) = 0;
|
||
|
virtual float RandomFloat( float flMin, float flMax ) = 0;
|
||
|
virtual int GetTickOffset() = 0;
|
||
|
};
|
||
|
|
||
|
extern IServerBenchmark *g_pServerBenchmark;
|
||
|
|
||
|
|
||
|
//
|
||
|
// Each game can derive from this to hook into the server benchmark.
|
||
|
//
|
||
|
// Hooks should always use g_pServerBenchmark->RandomInt/Float to get random numbers
|
||
|
// so the benchmark is deterministic.
|
||
|
//
|
||
|
// If they use an absolute tick number for anything, then they should also call g_pServerBenchmark->GetTickOffset()
|
||
|
// to get a tick count since the start of the benchmark instead of looking at gpGlobals->tickcount.
|
||
|
//
|
||
|
class CServerBenchmarkHook
|
||
|
{
|
||
|
public:
|
||
|
CServerBenchmarkHook();
|
||
|
|
||
|
virtual void StartBenchmark() {}
|
||
|
virtual void UpdateBenchmark() {}
|
||
|
virtual void EndBenchmark() {}
|
||
|
|
||
|
// Give a list of model names that can be spawned in for physics props during the simulation.
|
||
|
virtual void GetPhysicsModelNames( CUtlVector<char*> &modelNames ) = 0;
|
||
|
|
||
|
// The benchmark will call this to create a bot each time it wants to create a player.
|
||
|
// If you want to manage the bots yourself, you can return NULL here.
|
||
|
virtual CBasePlayer* CreateBot() = 0;
|
||
|
|
||
|
private:
|
||
|
friend class CServerBenchmark;
|
||
|
static CServerBenchmarkHook *s_pBenchmarkHook; // There can be only one!!
|
||
|
};
|
||
|
|
||
|
|
||
|
#endif // SERVERBENCHMARK_BASE_H
|