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294 lines
10 KiB
294 lines
10 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 BASECLIENT_H
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#define BASECLIENT_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include <const.h>
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#include <checksum_crc.h>
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#include <iclient.h>
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#include <protocol.h>
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#include <iservernetworkable.h>
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#include <bspfile.h>
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#include <KeyValues.h>
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#include <bitvec.h>
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#include <igameevents.h>
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#include "smartptr.h"
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#include "userid.h"
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#include "tier1/bitbuf.h"
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#include "steam/steamclientpublic.h"
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// class CClientFrame;
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class CBaseServer;
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class CClientFrame;
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struct player_info_s;
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class CFrameSnapshot;
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class CEventInfo;
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struct Spike_t
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{
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public:
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Spike_t() :
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m_nBits( 0 )
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{
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m_szDesc[ 0 ] = 0;
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}
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char m_szDesc[ 64 ];
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int m_nBits;
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};
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class CNetworkStatTrace
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{
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public:
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CNetworkStatTrace() :
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m_nMinWarningBytes( 0 ), m_nStartBit( 0 ), m_nCurBit( 0 ), m_StartSendTime(0.0)
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{
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}
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int m_nMinWarningBytes;
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int m_nStartBit;
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int m_nCurBit;
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CUtlVector< Spike_t > m_Records;
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double m_StartSendTime;
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};
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class CBaseClient : public IGameEventListener2, public IClient, public IClientMessageHandler
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{
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typedef struct CustomFile_s
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{
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CRC32_t crc; //file CRC
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unsigned int reqID; // download request ID
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} CustomFile_t;
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public:
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CBaseClient();
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virtual ~CBaseClient();
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public:
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int GetPlayerSlot() const { return m_nClientSlot; };
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int GetUserID() const { return m_UserID; };
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const USERID_t GetNetworkID() const;
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const char *GetClientName() const { return m_Name; };
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INetChannel *GetNetChannel() { return m_NetChannel; };
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IServer *GetServer() { return (IServer*)m_Server; };
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const char *GetUserSetting(const char *cvar) const;
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const char *GetNetworkIDString() const;
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uint GetFriendsID() const { return m_nFriendsID; }
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const char *GetFriendsName() const { return m_FriendsName; }
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void UpdateName( const char *pszDefault );
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int GetClientChallenge() const { return m_clientChallenge; }
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void SetReportThisFakeClient( bool bReport ) { m_bReportFakeClient = bReport; }
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bool ShouldReportThisFakeClient( void ) const { return m_bReportFakeClient; }
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virtual void Connect( const char * szName, int nUserID, INetChannel *pNetChannel, bool bFakePlayer, int clientChallenge );
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virtual void Inactivate( void );
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virtual void Reconnect( void );
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virtual void Disconnect( PRINTF_FORMAT_STRING const char *reason, ... );
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virtual void SetRate( int nRate, bool bForce );
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virtual int GetRate( void ) const;
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virtual void SetUpdateRate( int nUpdateRate, bool bForce );
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virtual int GetUpdateRate( void ) const;
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virtual void Clear( void );
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virtual void DemoRestart( void ); // called when client started demo recording
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virtual int GetMaxAckTickCount() const;
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virtual bool ExecuteStringCommand( const char *s );
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virtual bool SendNetMsg(INetMessage &msg, bool bForceReliable = false);
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virtual void ClientPrintf (PRINTF_FORMAT_STRING const char *fmt, ...);
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virtual bool IsConnected( void ) const { return m_nSignonState >= SIGNONSTATE_CONNECTED; };
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virtual bool IsSpawned( void ) const { return m_nSignonState >= SIGNONSTATE_NEW; };
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virtual bool IsActive( void ) const { return m_nSignonState == SIGNONSTATE_FULL; };
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virtual bool IsFakeClient( void ) const { return m_bFakePlayer; };
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virtual bool IsHLTV( void ) const { return m_bIsHLTV; }
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#if defined( REPLAY_ENABLED )
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virtual bool IsReplay() const { return m_bIsReplay; }
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#endif
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void OnSignonStateFull();
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// Is an actual human player or splitscreen player (not a bot and not a HLTV slot)
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virtual bool IsHearingClient( int index ) const { return false; };
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virtual bool IsProximityHearingClient( int index ) const { return false; };
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virtual void SetMaxRoutablePayloadSize( int nMaxRoutablePayloadSize );
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virtual bool IsSplitScreenUser( void ) const { return false; } // !KLUDGE! We don't have splitscreen support, but this makes merges easier
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public: // IClientMessageHandlers
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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_CLC_MESSAGE( ClientInfo );
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PROCESS_CLC_MESSAGE( BaselineAck );
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PROCESS_CLC_MESSAGE( ListenEvents );
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PROCESS_CLC_MESSAGE( CmdKeyValues );
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virtual void ConnectionStart(INetChannel *chan);
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public: // IGameEventListener
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virtual void FireGameEvent( IGameEvent *event );
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public:
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virtual bool UpdateAcknowledgedFramecount(int tick);
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virtual bool ShouldSendMessages( void );
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virtual void UpdateSendState( void );
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void ForceFullUpdate( void ) { UpdateAcknowledgedFramecount(-1); }
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virtual bool FillUserInfo( player_info_s &userInfo );
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virtual void UpdateUserSettings();
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virtual bool SetSignonState(int state, int spawncount);
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virtual void WriteGameSounds(bf_write &buf);
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virtual CClientFrame *GetDeltaFrame( int nTick );
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virtual void SendSnapshot( CClientFrame *pFrame );
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virtual bool SendServerInfo( void );
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virtual bool SendSignonData( void );
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virtual void SpawnPlayer( void );
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virtual void ActivatePlayer( void );
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virtual void SetName( const char * playerName );
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virtual void SetUserCVar( const char *cvar, const char *value);
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virtual void FreeBaselines();
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virtual bool IgnoreTempEntity( CEventInfo *event );
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void SetSteamID( const CSteamID &steamID );
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void ClientRequestNameChange( const char *pszName );
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bool IsTracing() const { return m_iTracing > 0; }
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void TraceNetworkData( bf_write &msg, PRINTF_FORMAT_STRING char const *fmt, ... ) FMTFUNCTION( 3, 4 );
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void TraceNetworkMsg( int nBits, PRINTF_FORMAT_STRING char const *fmt, ... ) FMTFUNCTION( 3, 4 );
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bool IsFullyAuthenticated( void ) { return m_bFullyAuthenticated; }
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void SetFullyAuthenticated( void ) { m_bFullyAuthenticated = true; }
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void CheckFlushNameChange( bool bShowStatusMessage = false );
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bool IsNameChangeOnCooldown( bool bShowStatusMessage = false );
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void SetPlayerNameLocked( bool bValue ) { m_bPlayerNameLocked = bValue; }
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bool IsPlayerNameLocked( void ) { return m_bPlayerNameLocked; }
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private:
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void OnRequestFullUpdate();
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public:
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// Array index in svs.clients:
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int m_nClientSlot;
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// entity index of this client (different from clientSlot+1 in HLTV and Replay mode):
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int m_nEntityIndex;
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int m_UserID; // identifying number on server
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char m_Name[MAX_PLAYER_NAME_LENGTH]; // for printing to other people
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char m_GUID[SIGNED_GUID_LEN + 1]; // the clients CD key
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CSteamID m_SteamID; // This is valid when the client is authenticated
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uint32 m_nFriendsID; // client's friends' ID
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char m_FriendsName[MAX_PLAYER_NAME_LENGTH];
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KeyValues *m_ConVars; // stores all client side convars
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bool m_bConVarsChanged; // true if convars updated and not changes process yet
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bool m_bInitialConVarsSet; // Has the client sent their initial set of convars
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bool m_bSendServerInfo; // true if we need to send server info packet to start connect
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CBaseServer *m_Server; // pointer to server object
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bool m_bIsHLTV; // if this a HLTV proxy ?
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#if defined( REPLAY_ENABLED )
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bool m_bIsReplay; // if this is a Replay proxy ?
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#endif
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int m_clientChallenge; // client's challenge he sent us, we use to auth replies
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// Client sends this during connection, so we can see if
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// we need to send sendtable info or if the .dll matches
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CRC32_t m_nSendtableCRC;
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// a client can have couple of cutomized files distributed to all other players
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CustomFile_t m_nCustomFiles[MAX_CUSTOM_FILES];
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int m_nFilesDownloaded; // counter of how many files we downloaded from this client
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//===== NETWORK ============
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INetChannel *m_NetChannel; // The client's net connection.
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int m_nSignonState; // connection state
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int m_nDeltaTick; // -1 = no compression. This is where the server is creating the
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// compressed info from.
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int m_nStringTableAckTick; // Highest tick acked for string tables (usually m_nDeltaTick, except when it's -1)
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int m_nSignonTick; // tick the client got his signon data
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CSmartPtr<CFrameSnapshot,CRefCountAccessorLongName> m_pLastSnapshot; // last send snapshot
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CFrameSnapshot *m_pBaseline; // current entity baselines as a snapshot
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int m_nBaselineUpdateTick; // last tick we send client a update baseline signal or -1
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CBitVec<MAX_EDICTS> m_BaselinesSent; // baselines sent with last update
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int m_nBaselineUsed; // 0/1 toggling flag, singaling client what baseline to use
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// This is used when we send out a nodelta packet to put the client in a state where we wait
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// until we get an ack from them on this packet.
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// This is for 3 reasons:
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// 1. A client requesting a nodelta packet means they're screwed so no point in deluging them with data.
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// Better to send the uncompressed data at a slow rate until we hear back from them (if at all).
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// 2. Since the nodelta packet deletes all client entities, we can't ever delta from a packet previous to it.
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// 3. It can eat up a lot of CPU on the server to keep building nodelta packets while waiting for
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// a client to get back on its feet.
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int m_nForceWaitForTick;
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bool m_bFakePlayer; // JAC: This client is a fake player controlled by the game DLL
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bool m_bReportFakeClient; // Should this fake client be reported
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bool m_bReceivedPacket; // true, if client received a packet after the last send packet
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bool m_bFullyAuthenticated;
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// Time when last name change was applied
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double m_fTimeLastNameChange;
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bool m_bPlayerNameLocked;
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// Does this client have a name change that is pending?
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// (Their 'name' convar differs from our value for their client name.)
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char m_szPendingNameChange[MAX_PLAYER_NAME_LENGTH];
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// The datagram is written to after every frame, but only cleared
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// when it is sent out to the client. overflow is tolerated.
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// Time when we should send next world state update ( datagram )
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double m_fNextMessageTime;
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// Default time to wait for next message
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float m_fSnapshotInterval;
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enum
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{
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SNAPSHOT_SCRATCH_BUFFER_SIZE = 160000,
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};
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unsigned int m_SnapshotScratchBuffer[ SNAPSHOT_SCRATCH_BUFFER_SIZE / 4 ];
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private:
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void StartTrace( bf_write &msg );
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void EndTrace( bf_write &msg );
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int m_iTracing; // 0 = not active, 1 = active for this frame, 2 = forced active
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CNetworkStatTrace m_Trace;
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};
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#endif // BASECLIENT_H
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