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