Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// 4-23-98
// JOHN: implementation of interface between client-side DLL and game engine.
// The cdll shouldn't have to know anything about networking or file formats.
// This file is Win32-dependant
//
//=============================================================================//
#include "client_pch.h"
#include "getintersectingsurfaces_struct.h"
#include "gl_model_private.h"
#include "surfinfo.h"
#include "vstdlib/random.h"
#include "cdll_int.h"
#include "cmodel_engine.h"
#include "tmessage.h"
#include "console.h"
#include "snd_audio_source.h"
#include <vgui_controls/Controls.h>
#include <vgui/IInput.h>
#include "iengine.h"
#include "keys.h"
#include "con_nprint.h"
#include "tier0/vprof.h"
#include "sound.h"
#include "gl_rmain.h"
#include "proto_version.h"
#include "client_class.h"
#include "gl_rsurf.h"
#include "server.h"
#include "r_local.h"
#include "lightcache.h"
#include "gl_matsysiface.h"
#include "materialsystem/imaterialsystemhardwareconfig.h"
#include "materialsystem/materialsystem_config.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imaterialvar.h"
#include "materialsystem/itexture.h"
#include "istudiorender.h"
#include "l_studio.h"
#include "voice.h"
#include "enginestats.h"
#include "testscriptmgr.h"
#include "r_areaportal.h"
#include "host.h"
#include "host_cmd.h"
#include "vox.h"
#include "iprediction.h"
#include "icliententitylist.h"
#include "eiface.h"
#include "ivguicenterprint.h"
#include "engine/IClientLeafSystem.h"
#include "dt_recv_eng.h"
#include <vgui/IVGui.h>
#include "sys_dll.h"
#include "vphysics_interface.h"
#include "materialsystem/imesh.h"
#include "IOcclusionSystem.h"
#include "filesystem_engine.h"
#include "tier0/icommandline.h"
#include "client_textmessage.h"
#include "host_saverestore.h"
#include "cl_main.h"
#include "demo.h"
#include "appframework/ilaunchermgr.h"
#include "vgui_baseui_interface.h"
#include "LocalNetworkBackdoor.h"
#include "lightcache.h"
#include "vgui/ISystem.h"
#include "ivideomode.h"
#include "icolorcorrectiontools.h"
#include "toolframework/itoolframework.h"
#include "engine/view_sharedv1.h"
#include "view.h"
#include "game/client/iclientrendertargets.h"
#include "tier2/tier2.h"
#include "matchmaking.h"
#include "inputsystem/iinputsystem.h"
#include "iachievementmgr.h"
#include "profile.h"
#include "cl_steamauth.h"
#include "download.h"
#include "replay/iclientreplay.h"
#include "demofile.h"
#include "igame.h"
#include "iclientvirtualreality.h"
#include "sourcevr/isourcevirtualreality.h"
#include "cl_check_process.h"
#include "enginethreads.h"
#if defined( REPLAY_ENABLED )
#include "replay_internal.h"
#include "replay/replaylib.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// forward declarations
//-----------------------------------------------------------------------------
IMaterial* BrushModel_GetLightingAndMaterial( const Vector &start,
const Vector &end, Vector &diffuseLightColor, Vector &baseColor );
const char *Key_NameForBinding( const char *pBinding );
void CL_GetBackgroundLevelName( char *pszBackgroundName, int bufSize, bool bMapName );
CreateInterfaceFn g_ClientFactory = NULL;
extern CGlobalVars g_ServerGlobalVariables;
//-----------------------------------------------------------------------------
// globals
//-----------------------------------------------------------------------------
CSysModule *g_ClientDLLModule = NULL; // also used by materialproxyfactory.cpp
bool g_bClientGameDLLGreaterThanV13;
void AddIntersectingLeafSurfaces( mleaf_t *pLeaf, GetIntersectingSurfaces_Struct *pStruct )
{
SurfaceHandle_t *pHandle = &host_state.worldbrush->marksurfaces[pLeaf->firstmarksurface];
for ( int iSurf=0; iSurf < pLeaf->nummarksurfaces; iSurf++ )
{
SurfaceHandle_t surfID = pHandle[iSurf];
ASSERT_SURF_VALID( surfID );
if ( MSurf_Flags(surfID) & SURFDRAW_SKY )
continue;
// Make sure we haven't already processed this one.
bool foundSurf = false;
for(int iTest=0; iTest < pStruct->m_nSetInfos; iTest++)
{
if(pStruct->m_pInfos[iTest].m_pEngineData == (void *)surfID)
{
foundSurf = true;
break;
}
}
if ( foundSurf )
continue;
// Make sure there's output room.
if(pStruct->m_nSetInfos >= pStruct->m_nMaxInfos)
return;
SurfInfo *pOut = &pStruct->m_pInfos[pStruct->m_nSetInfos];
pOut->m_nVerts = 0;
pOut->m_pEngineData = (void *)surfID;
// Build vertex list and bounding box.
Vector vMin( 1000000.0f, 1000000.0f, 1000000.0f);
Vector vMax(-1000000.0f, -1000000.0f, -1000000.0f);
for(int iVert=0; iVert < MSurf_VertCount( surfID ); iVert++)
{
int vertIndex = pStruct->m_pModel->brush.pShared->vertindices[MSurf_FirstVertIndex( surfID ) + iVert];
pOut->m_Verts[pOut->m_nVerts] = pStruct->m_pModel->brush.pShared->vertexes[vertIndex].position;
vMin = vMin.Min(pOut->m_Verts[pOut->m_nVerts]);
vMax = vMax.Max(pOut->m_Verts[pOut->m_nVerts]);
++pOut->m_nVerts;
if(pOut->m_nVerts >= MAX_SURFINFO_VERTS)
break;
}
// See if the sphere intersects the box.
int iDim=0;
for(; iDim < 3; iDim++)
{
if(((*pStruct->m_pCenter)[iDim]+pStruct->m_Radius) < vMin[iDim] ||
((*pStruct->m_pCenter)[iDim]-pStruct->m_Radius) > vMax[iDim])
{
break;
}
}
if(iDim == 3)
{
// (Couldn't reject the sphere in the loop above).
pOut->m_Plane = MSurf_GetForwardFacingPlane( surfID );
++pStruct->m_nSetInfos;
}
}
}
void GetIntersectingSurfaces_R(
GetIntersectingSurfaces_Struct *pStruct,
mnode_t *pNode
)
{
if(pStruct->m_nSetInfos >= pStruct->m_nMaxInfos)
return;
// Ok, this is a leaf. Check its surfaces.
if(pNode->contents >= 0)
{
mleaf_t *pLeaf = (mleaf_t*)pNode;
if(pStruct->m_bOnlyVisible && pStruct->m_pCenterPVS)
{
if(pLeaf->cluster < 0)
return;
if(!(pStruct->m_pCenterPVS[pLeaf->cluster>>3] & (1 << (pLeaf->cluster&7))))
return;
}
// First, add tris from displacements.
for ( int i = 0; i < pLeaf->dispCount; i++ )
{
IDispInfo *pDispInfo = MLeaf_Disaplcement( pLeaf, i );
pDispInfo->GetIntersectingSurfaces( pStruct );
}
// Next, add brush tris.
AddIntersectingLeafSurfaces( pLeaf, pStruct );
return;
}
// Recurse.
float dot;
cplane_t *plane = pNode->plane;
if ( plane->type < 3 )
{
dot = (*pStruct->m_pCenter)[plane->type] - plane->dist;
}
else
{
dot = pStruct->m_pCenter->Dot(plane->normal) - plane->dist;
}
// Recurse into child nodes.
if(dot > -pStruct->m_Radius)
GetIntersectingSurfaces_R(pStruct, pNode->children[SIDE_FRONT]);
if(dot < pStruct->m_Radius)
GetIntersectingSurfaces_R(pStruct, pNode->children[SIDE_BACK]);
}
//-----------------------------------------------------------------------------
// slow routine to draw a physics model
// NOTE: very slow code!!! just for debugging!
//-----------------------------------------------------------------------------
void DebugDrawPhysCollide( const CPhysCollide *pCollide, IMaterial *pMaterial, matrix3x4_t& transform, const color32 &color, bool drawAxes )
{
if ( !pMaterial )
{
pMaterial = materials->FindMaterial("shadertest/wireframevertexcolor", TEXTURE_GROUP_OTHER);
}
CMatRenderContextPtr pRenderContext( materials );
Vector *outVerts;
int vertCount = physcollision->CreateDebugMesh( pCollide, &outVerts );
if ( vertCount )
{
IMesh *pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, pMaterial );
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, vertCount/3 );
for ( int j = 0; j < vertCount; j++ )
{
Vector out;
VectorTransform( outVerts[j].Base(), transform, out.Base() );
meshBuilder.Position3fv( out.Base() );
meshBuilder.Color4ub( color.r, color.g, color.b, color.a );
meshBuilder.TexCoord2f( 0, 0, 0 );
meshBuilder.AdvanceVertex();
}
meshBuilder.End();
pMesh->Draw();
}
physcollision->DestroyDebugMesh( vertCount, outVerts );
// draw the axes
if ( drawAxes )
{
Vector xaxis(10,0,0), yaxis(0,10,0), zaxis(0,0,10);
Vector center;
Vector out;
MatrixGetColumn( transform, 3, center );
IMesh *pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, pMaterial );
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_LINES, 3 );
// X
meshBuilder.Position3fv( center.Base() );
meshBuilder.Color4ub( 255, 0, 0, 255 );
meshBuilder.TexCoord2f( 0, 0, 0 );
meshBuilder.AdvanceVertex();
VectorTransform( xaxis.Base(), transform, out.Base() );
meshBuilder.Position3fv( out.Base() );
meshBuilder.Color4ub( 255, 0, 0, 255 );
meshBuilder.TexCoord2f( 0, 0, 0 );
meshBuilder.AdvanceVertex();
// Y
meshBuilder.Position3fv( center.Base() );
meshBuilder.Color4ub( 0, 255, 0, 255 );
meshBuilder.TexCoord2f( 0, 0, 0 );
meshBuilder.AdvanceVertex();
VectorTransform( yaxis.Base(), transform, out.Base() );
meshBuilder.Position3fv( out.Base() );
meshBuilder.Color4ub( 0, 255, 0, 255 );
meshBuilder.TexCoord2f( 0, 0, 0 );
meshBuilder.AdvanceVertex();
// Z
meshBuilder.Position3fv( center.Base() );
meshBuilder.Color4ub( 0, 0, 255, 255 );
meshBuilder.TexCoord2f( 0, 0, 0 );
meshBuilder.AdvanceVertex();
VectorTransform( zaxis.Base(), transform, out.Base() );
meshBuilder.Position3fv( out.Base() );
meshBuilder.Color4ub( 0, 0, 255, 255 );
meshBuilder.TexCoord2f( 0, 0, 0 );
meshBuilder.AdvanceVertex();
meshBuilder.End();
pMesh->Draw();
}
}
//-----------------------------------------------------------------------------
//
// implementation of IVEngineHud
//
//-----------------------------------------------------------------------------
// UNDONE: Move this to hud export code, subsume previous functions
class CEngineClient : public IVEngineClient
{
public:
CEngineClient();
int GetIntersectingSurfaces(
const model_t *model,
const Vector &vCenter,
const float radius,
const bool bOnlyVisible,
SurfInfo *pInfos,
const int nMaxInfos);
Vector GetLightForPoint(const Vector &pos, bool bClamp);
Vector GetLightForPointFast(const Vector &pos, bool bClamp);
const char *ParseFile( const char *data, char *token, int maxlen );
virtual bool CopyLocalFile( const char *source, const char *destination );
void GetScreenSize( int& w, int &h );
void ServerCmd( const char *szCmdString, bool bReliable );
void ClientCmd( const char *szCmdString );
void ClientCmd_Unrestricted( const char *szCmdString );
void SetRestrictServerCommands( bool bRestrict );
void SetRestrictClientCommands( bool bRestrict );
bool GetPlayerInfo( int ent_num, player_info_t *pinfo );
client_textmessage_t *TextMessageGet( const char *pName );
bool Con_IsVisible( void );
int GetLocalPlayer( void );
float GetLastTimeStamp( void );
const model_t *LoadModel( const char *pName, bool bProp );
void UnloadModel( const model_t *model, bool bProp );
CSentence *GetSentence( CAudioSource *pAudioSource );
float GetSentenceLength( CAudioSource *pAudioSource );
bool IsStreaming( CAudioSource *pAudioSource ) const;
void AddPhonemeFile( const char *pszPhonemeFile );
// FIXME, move entirely to client .dll
void GetViewAngles( QAngle& va );
void SetViewAngles( QAngle& va );
int GetMaxClients( void );
void Key_Event( ButtonCode_t key, int down );
const char *Key_LookupBinding( const char *pBinding );
const char *Key_LookupBindingExact( const char *pBinding );
const char *Key_BindingForKey( ButtonCode_t code );
void StartKeyTrapMode( void );
bool CheckDoneKeyTrapping( ButtonCode_t &key );
bool IsInGame( void );
bool IsConnected( void );
bool IsDrawingLoadingImage( void );
void Con_NPrintf( int pos, const char *fmt, ... );
void Con_NXPrintf( const struct con_nprint_s *info, const char *fmt, ... );
IMaterial *TraceLineMaterialAndLighting( const Vector &start, const Vector &end,
Vector &diffuseLightColor, Vector &baseColor );
int IsBoxVisible( const Vector& mins, const Vector& maxs );
int IsBoxInViewCluster( const Vector& mins, const Vector& maxs );
float Time();
void Sound_ExtraUpdate( void );
bool CullBox ( const Vector& mins, const Vector& maxs );
const char *GetGameDirectory( void );
const VMatrix& WorldToScreenMatrix();
const VMatrix& WorldToViewMatrix();
// Loads a game lump off disk
int GameLumpVersion( int lumpId ) const;
int GameLumpSize( int lumpId ) const;
bool LoadGameLump( int lumpId, void* pBuffer, int size );
// Returns the number of leaves in the level
int LevelLeafCount() const;
virtual ISpatialQuery* GetBSPTreeQuery();
// Convert texlight to gamma...
virtual void LinearToGamma( float* linear, float* gamma );
// Get the lightstyle value
virtual float LightStyleValue( int style );
virtual void DrawPortals();
// Computes light due to dynamic lighting at a point
// If the normal isn't specified, then it'll return the maximum lighting
virtual void ComputeDynamicLighting( Vector const& pt, Vector const* pNormal, Vector& color );
// Computes light due to dynamic lighting at a point
// If the normal isn't specified, then it'll return the maximum lighting
// If pBoxColors is specified (it's an array of 6), then it'll copy the light contribution at each box side.
virtual void ComputeLighting( const Vector& pt, const Vector* pNormal, bool bClamp, Vector& color, Vector *pBoxColors );
// Returns the color of the ambient light
virtual void GetAmbientLightColor( Vector& color );
// Returns the dx support level
virtual int GetDXSupportLevel();
virtual bool SupportsHDR();
virtual void Mat_Stub( IMaterialSystem *pMatSys );
// menu display
virtual void GetChapterName( char *pchBuff, int iMaxLength );
virtual char const *GetLevelName( void );
virtual int GetLevelVersion( void );
virtual bool IsLevelMainMenuBackground( void );
virtual void GetMainMenuBackgroundName( char *dest, int destlen );
// Occlusion system control
virtual void SetOcclusionParameters( const OcclusionParams_t &params );
//-----------------------------------------------------------------------------
// Purpose: Takes a trackerID and returns which player slot that user is in
// returns 0 if no player found with that ID
//-----------------------------------------------------------------------------
virtual int GetPlayerForUserID(int userID);
#if !defined( NO_VOICE )
virtual struct IVoiceTweak_s *GetVoiceTweakAPI( void );
#endif
virtual void EngineStats_BeginFrame( void );
virtual void EngineStats_EndFrame( void );
virtual void FireEvents();
virtual void CheckPoint( const char *pName );
virtual int GetLeavesArea( int *pLeaves, int nLeaves );
virtual bool DoesBoxTouchAreaFrustum( const Vector &mins, const Vector &maxs, int iArea );
// Sets the hearing origin
virtual void SetAudioState( const AudioState_t &audioState );
//-----------------------------------------------------------------------------
//
// Sentence API
//
//-----------------------------------------------------------------------------
virtual int SentenceGroupPick( int groupIndex, char *name, int nameLen );
virtual int SentenceGroupPickSequential( int groupIndex, char *name, int nameLen, int sentenceIndex, int reset );
virtual int SentenceIndexFromName( const char *pSentenceName );
virtual const char *SentenceNameFromIndex( int sentenceIndex );
virtual int SentenceGroupIndexFromName( const char *pGroupName );
virtual const char *SentenceGroupNameFromIndex( int groupIndex );
virtual float SentenceLength( int sentenceIndex );
virtual void DebugDrawPhysCollide( const CPhysCollide *pCollide, IMaterial *pMaterial, matrix3x4_t& transform, const color32 &color );
// Activates/deactivates an occluder...
virtual void ActivateOccluder( int nOccluderIndex, bool bActive );
virtual bool IsOccluded( const Vector &vecAbsMins, const Vector &vecAbsMaxs );
virtual void *SaveAllocMemory( size_t num, size_t size );
virtual void SaveFreeMemory( void *pSaveMem );
virtual INetChannelInfo *GetNetChannelInfo( void );
virtual bool IsPlayingDemo( void );
virtual bool IsRecordingDemo( void );
virtual bool IsPlayingTimeDemo( void );
virtual int GetDemoRecordingTick( void );
virtual int GetDemoPlaybackTick( void );
virtual int GetDemoPlaybackStartTick( void );
virtual float GetDemoPlaybackTimeScale( void );
virtual int GetDemoPlaybackTotalTicks( void );
virtual bool IsPaused( void );
virtual bool IsTakingScreenshot( void );
virtual bool IsHLTV( void );
virtual void GetVideoModes( int &nCount, vmode_s *&pModes );
virtual void GetUILanguage( char *dest, int destlen );
// Can skybox be seen from a particular point?
virtual SkyboxVisibility_t IsSkyboxVisibleFromPoint( const Vector &vecPoint );
virtual const char* GetMapEntitiesString();
virtual bool IsInEditMode( void );
virtual bool IsInCommentaryMode( void );
virtual float GetScreenAspectRatio();
virtual unsigned int GetEngineBuildNumber() { return PROTOCOL_VERSION; }
virtual const char * GetProductVersionString() { return GetSteamInfIDVersionInfo().szVersionString; }
virtual void GrabPreColorCorrectedFrame( int x, int y, int width, int height );
virtual bool IsHammerRunning( ) const;
// Stuffs the cmd into the buffer & executes it immediately (vs ClientCmd() which executes it next frame)
virtual void ExecuteClientCmd( const char *szCmdString );
virtual bool MapHasHDRLighting( void) ;
virtual int GetAppID();
virtual void SetOverlayBindProxy( int iOverlayID, void *pBindProxy );
virtual bool CopyFrameBufferToMaterial( const char *pMaterialName );
// Matchmaking
void ChangeTeam( const char *pTeamName );
virtual void ReadConfiguration( const bool readDefault = false );
virtual void SetAchievementMgr( IAchievementMgr *pAchievementMgr );
virtual IAchievementMgr *GetAchievementMgr();
virtual bool MapLoadFailed( void );
virtual void SetMapLoadFailed( bool bState );
virtual bool IsLowViolence();
virtual const char *GetMostRecentSaveGame( void );
virtual void SetMostRecentSaveGame( const char *lpszFilename );
virtual void StartXboxExitingProcess();
virtual bool IsSaveInProgress();
virtual uint OnStorageDeviceAttached( void );
virtual void OnStorageDeviceDetached( void );
virtual void ResetDemoInterpolation( void );
virtual bool REMOVED_SteamRefreshLogin( const char *password, bool isSecure ) { return false; }
virtual bool REMOVED_SteamProcessCall( bool & finished ) { return false; }
virtual ISPSharedMemory *GetSinglePlayerSharedMemorySpace( const char *handle, int ent_num = MAX_EDICTS );
virtual void SetGamestatsData( CGamestatsData *pGamestatsData );
virtual CGamestatsData *GetGamestatsData();
#if defined( USE_SDL )
virtual void GetMouseDelta( int &x, int &y, bool bIgnoreNextMouseDelta );
#endif
virtual void ServerCmdKeyValues( KeyValues *pKeyValues );
virtual bool IsSkippingPlayback( void );
virtual bool IsLoadingDemo( void );
virtual bool IsPlayingDemoALocallyRecordedDemo();
virtual uint GetProtocolVersion( void );
virtual bool IsWindowedMode( void );
virtual void FlashWindow();
virtual int GetClientVersion() const; // engines build
virtual bool IsActiveApp();
virtual void DisconnectInternal();
virtual int GetInstancesRunningCount( );
virtual float GetPausedExpireTime( void ) OVERRIDE;
virtual bool StartDemoRecording( const char *pszFilename, const char *pszFolder = NULL );
virtual void StopDemoRecording( void );
virtual void TakeScreenshot( const char *pszFilename, const char *pszFolder = NULL );
};
//-----------------------------------------------------------------------------
// Singleton
//-----------------------------------------------------------------------------
static CEngineClient s_VEngineClient;
IVEngineClient *engineClient = &s_VEngineClient;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CEngineClient, IVEngineClient, VENGINE_CLIENT_INTERFACE_VERSION, s_VEngineClient );
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CEngineClient, IVEngineClient013, VENGINE_CLIENT_INTERFACE_VERSION_13, s_VEngineClient );
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CEngineClient::CEngineClient()
{
}
int CEngineClient::GetIntersectingSurfaces(
const model_t *model,
const Vector &vCenter,
const float radius,
const bool bOnlyVisible,
SurfInfo *pInfos,
const int nMaxInfos)
{
if ( !model )
return 0;
byte pvs[MAX_MAP_LEAFS/8];
GetIntersectingSurfaces_Struct theStruct;
theStruct.m_pModel = ( model_t * )model;
theStruct.m_pCenter = &vCenter;
theStruct.m_pCenterPVS = CM_Vis( pvs, sizeof(pvs), CM_LeafCluster( CM_PointLeafnum( vCenter ) ), DVIS_PVS );
theStruct.m_Radius = radius;
theStruct.m_bOnlyVisible = bOnlyVisible;
theStruct.m_pInfos = pInfos;
theStruct.m_nMaxInfos = nMaxInfos;
theStruct.m_nSetInfos = 0;
// Go down the BSP.
GetIntersectingSurfaces_R(
&theStruct,
&model->brush.pShared->nodes[ model->brush.firstnode ] );
return theStruct.m_nSetInfos;
}
Vector CEngineClient::GetLightForPoint(const Vector &pos, bool bClamp)
{
Vector vRet;
ComputeLighting( pos, NULL, bClamp, vRet, NULL );
return vRet;
}
Vector CEngineClient::GetLightForPointFast(const Vector &pos, bool bClamp)
{
Vector vRet;
int leafIndex = CM_PointLeafnum(pos);
vRet.Init();
Vector cube[6];
Mod_LeafAmbientColorAtPos( cube, pos, leafIndex );
for ( int i = 0; i < 6; i++ )
{
vRet.x = fpmax(vRet.x, cube[i].x );
vRet.y = fpmax(vRet.y, cube[i].y );
vRet.z = fpmax(vRet.z, cube[i].z );
}
if ( bClamp )
{
if ( vRet.x > 1.0f )
vRet.x = 1.0f;
if ( vRet.y > 1.0f )
vRet.y = 1.0f;
if ( vRet.z > 1.0f )
vRet.z = 1.0f;
}
return vRet;
}
const char *CEngineClient::ParseFile( const char *data, char *token, int maxlen )
{
return ::COM_ParseFile( data, token, maxlen );
}
bool CEngineClient::CopyLocalFile( const char *source, const char *destination )
{
return ::COM_CopyFile( source, destination );
}
void CEngineClient::GetScreenSize( int& w, int &h )
{
CMatRenderContextPtr pRenderContext( materials );
pRenderContext->GetWindowSize( w, h );
}
void CEngineClient::ServerCmd( const char *szCmdString, bool bReliable )
{
// info handling
char buf[255];
Q_snprintf( buf, sizeof( buf ), "cmd %s", szCmdString );
CCommand args;
args.Tokenize( buf );
Cmd_ForwardToServer( args, bReliable );
}
void CEngineClient::ClientCmd( const char *szCmdString )
{
// Check that we can add the two execution markers
if ( cl.m_bRestrictClientCommands && !Cbuf_HasRoomForExecutionMarkers( 2 ) )
{
AssertMsg( false, "CEngineClient::ClientCmd called but there is no room for the execution markers. Ignoring command." );
return;
}
// Only let them run commands marked with FCVAR_CLIENTCMD_CAN_EXECUTE.
if ( cl.m_bRestrictClientCommands )
Cbuf_AddTextWithMarkers( eCmdExecutionMarker_Enable_FCVAR_CLIENTCMD_CAN_EXECUTE, szCmdString, eCmdExecutionMarker_Disable_FCVAR_CLIENTCMD_CAN_EXECUTE );
else
Cbuf_AddText( szCmdString );
}
void CEngineClient::ClientCmd_Unrestricted( const char *szCmdString )
{
Cbuf_AddText( szCmdString );
}
void CEngineClient::SetRestrictServerCommands( bool bRestrict )
{
cl.m_bRestrictServerCommands = bRestrict;
}
void CEngineClient::SetRestrictClientCommands( bool bRestrict )
{
cl.m_bRestrictClientCommands = bRestrict;
}
void CEngineClient::ExecuteClientCmd( const char *szCmdString )
{
Cbuf_AddText( szCmdString );
Cbuf_Execute();
}
bool CEngineClient::GetPlayerInfo( int ent_num, player_info_t *pinfo )
{
ent_num--; // player list if offset by 1 from ents
if ( ent_num >= cl.m_nMaxClients || ent_num < 0 )
{
Q_memset( pinfo, 0, sizeof( player_info_t ) );
return false;
}
Assert( cl.m_pUserInfoTable );
if ( !cl.m_pUserInfoTable )
{
Q_memset( pinfo, 0, sizeof( player_info_t ) );
return false;
}
Assert( ent_num < cl.m_pUserInfoTable->GetNumStrings() );
if ( ent_num >= cl.m_pUserInfoTable->GetNumStrings() )
{
Q_memset( pinfo, 0, sizeof( player_info_t ) );
return false;
}
int cubPlayerInfo;
player_info_t *pi = (player_info_t*) cl.m_pUserInfoTable->GetStringUserData( ent_num, &cubPlayerInfo );
if ( !pi || cubPlayerInfo < sizeof( player_info_t ) )
{
Q_memset( pinfo, 0, sizeof( player_info_t ) );
return false;
}
Q_memcpy( pinfo, pi, sizeof( player_info_t ) );
// Fixup from network order (little endian)
CByteswap byteswap;
byteswap.SetTargetBigEndian( false );
byteswap.SwapFieldsToTargetEndian( pinfo );
return true;
}
client_textmessage_t *CEngineClient::TextMessageGet( const char *pName )
{
return ::TextMessageGet( pName );
}
bool CEngineClient::Con_IsVisible( void )
{
return ::Con_IsVisible();
}
int CEngineClient::GetLocalPlayer( void )
{
return cl.m_nPlayerSlot + 1;
}
float CEngineClient::GetLastTimeStamp( void )
{
return cl.m_flLastServerTickTime;
}
bool CEngineClient::MapHasHDRLighting( void)
{
return modelloader->LastLoadedMapHasHDRLighting();
}
const model_t *CEngineClient::LoadModel( const char *pName, bool bProp )
{
return modelloader->GetModelForName( pName, bProp ? IModelLoader::FMODELLOADER_DETAILPROP : IModelLoader::FMODELLOADER_CLIENTDLL );
}
CSentence *CEngineClient::GetSentence( CAudioSource *pAudioSource )
{
if (pAudioSource)
{
return pAudioSource->GetSentence();
}
return NULL;
}
void AddPhonemesFromFile( const char *pszFileName );
void CEngineClient::AddPhonemeFile( const char *pszPhonemeFile )
{
AddPhonemesFromFile( pszPhonemeFile );
}
float CEngineClient::GetSentenceLength( CAudioSource *pAudioSource )
{
if (pAudioSource && pAudioSource->SampleRate() > 0 )
{
float length = (float)pAudioSource->SampleCount() / (float)pAudioSource->SampleRate();
return length;
}
return 0.0f;
}
bool CEngineClient::IsStreaming( CAudioSource *pAudioSource ) const
{
if ( pAudioSource )
{
return pAudioSource->IsStreaming();
}
return false;
}
// FIXME, move entirely to client .dll
void CEngineClient::GetViewAngles( QAngle& va )
{
VectorCopy( cl.viewangles, va );
}
void CEngineClient::SetViewAngles( QAngle& va )
{
cl.viewangles.x = AngleNormalize( va.x );
cl.viewangles.y = AngleNormalize( va.y );
cl.viewangles.z = AngleNormalize( va.z );
Assert( !IS_NAN(cl.viewangles.x ) );
Assert( !IS_NAN(cl.viewangles.y ) );
Assert( !IS_NAN(cl.viewangles.z ) );
}
int CEngineClient::GetMaxClients( void )
{
return cl.m_nMaxClients;
}
void CEngineClient::SetMapLoadFailed( bool bState )
{
g_ServerGlobalVariables.bMapLoadFailed = bState;
}
bool CEngineClient::MapLoadFailed( void )
{
return g_ServerGlobalVariables.bMapLoadFailed;
}
void CEngineClient::ReadConfiguration( const bool readDefault /*= false*/ )
{
Host_ReadConfiguration();
}
const char *CEngineClient::Key_LookupBinding( const char *pBinding )
{
return ::Key_NameForBinding( pBinding );
}
const char *CEngineClient::Key_LookupBindingExact( const char *pBinding )
{
return ::Key_NameForBindingExact( pBinding );
}
const char *CEngineClient::Key_BindingForKey( ButtonCode_t code )
{
return ::Key_BindingForKey( code );
}
void CEngineClient::StartKeyTrapMode( void )
{
Key_StartTrapMode();
}
bool CEngineClient::CheckDoneKeyTrapping( ButtonCode_t &code )
{
return Key_CheckDoneTrapping( code );
}
bool CEngineClient::IsInGame( void )
{
return cl.IsActive();
}
bool CEngineClient::IsConnected( void )
{
return cl.IsConnected();
}
bool CEngineClient::IsDrawingLoadingImage( void )
{
return scr_drawloading;
}
void CEngineClient::Con_NPrintf( int pos, const char *fmt, ... )
{
va_list argptr;
char text[4096];
va_start (argptr, fmt);
Q_vsnprintf(text, sizeof( text ), fmt, argptr);
va_end (argptr);
::Con_NPrintf( pos, "%s", text );
}
void CEngineClient::Con_NXPrintf( const struct con_nprint_s *info, const char *fmt, ... )
{
va_list argptr;
char text[4096];
va_start (argptr, fmt);
Q_vsnprintf(text, sizeof( text ), fmt, argptr);
va_end (argptr);
::Con_NXPrintf( info, "%s", text );
}
IMaterial *CEngineClient::TraceLineMaterialAndLighting( const Vector &start, const Vector &end,
Vector &diffuseLightColor, Vector &baseColor )
{
return BrushModel_GetLightingAndMaterial( start, end, diffuseLightColor, baseColor );
}
int CEngineClient::IsBoxVisible( const Vector& mins, const Vector& maxs )
{
return CM_BoxVisible( mins, maxs, Map_VisCurrent(), CM_ClusterPVSSize() );
}
int CEngineClient::IsBoxInViewCluster( const Vector& mins, const Vector& maxs )
{
// See comments in Map_VisCurrentCluster for why we might get a negative number.
int curCluster = Map_VisCurrentCluster();
if ( curCluster < 0 )
return false;
byte pvs[MAX_MAP_LEAFS/8];
const byte *ppvs = CM_Vis( pvs, sizeof(pvs), curCluster, DVIS_PVS );
return CM_BoxVisible(mins, maxs, ppvs, sizeof(pvs) );
}
float CEngineClient::Time()
{
return Sys_FloatTime();
}
void CEngineClient::Sound_ExtraUpdate( void )
{
// On xbox this is not necessary except for long pauses, so unhook this one
if ( IsX360() )
return;
VPROF_BUDGET( "CEngineClient::Sound_ExtraUpdate()", VPROF_BUDGETGROUP_OTHER_SOUND );
S_ExtraUpdate();
}
bool CEngineClient::CullBox ( const Vector& mins, const Vector& maxs )
{
return R_CullBoxSkipNear( mins, maxs, g_Frustum );
}
const char *CEngineClient::GetGameDirectory( void )
{
return com_gamedir;
}
const VMatrix& CEngineClient::WorldToScreenMatrix()
{
// FIXME: this is only valid if we're currently rendering. If not, it should use the player, or it really should pass one in.
return g_EngineRenderer->WorldToScreenMatrix();
}
const VMatrix& CEngineClient::WorldToViewMatrix()
{
// FIXME: this is only valid if we're currently rendering. If not, it should use the player, or it really should pass one in.
return g_EngineRenderer->ViewMatrix();
}
// Loads a game lump off disk
int CEngineClient::GameLumpVersion( int lumpId ) const
{
return Mod_GameLumpVersion( lumpId );
}
int CEngineClient::GameLumpSize( int lumpId ) const
{
return Mod_GameLumpSize( lumpId );
}
bool CEngineClient::LoadGameLump( int lumpId, void* pBuffer, int size )
{
return Mod_LoadGameLump( lumpId, pBuffer, size );
}
// Returns the number of leaves in the level
int CEngineClient::LevelLeafCount() const
{
return host_state.worldbrush->numleafs;
}
ISpatialQuery* CEngineClient::GetBSPTreeQuery()
{
return g_pToolBSPTree;
}
// Convert texlight to gamma...
void CEngineClient::LinearToGamma( float* linear, float* gamma )
{
gamma[0] = LinearToTexture( linear[0] ) / 255.0f;
gamma[1] = LinearToTexture( linear[1] ) / 255.0f;
gamma[2] = LinearToTexture( linear[2] ) / 255.0f;
}
// Get the lightstyle value
float CEngineClient::LightStyleValue( int style )
{
return ::LightStyleValue( style );
}
void CEngineClient::DrawPortals()
{
R_DrawPortals();
}
// Computes light due to dynamic lighting at a point
// If the normal isn't specified, then it'll return the maximum lighting
void CEngineClient::ComputeDynamicLighting( Vector const& pt, Vector const* pNormal, Vector& color )
{
::ComputeDynamicLighting( pt, pNormal, color );
}
// Computes light due to dynamic lighting at a point
// If the normal isn't specified, then it'll return the maximum lighting
void CEngineClient::ComputeLighting( const Vector& pt, const Vector* pNormal, bool bClamp, Vector& color, Vector *pBoxColors )
{
::ComputeLighting( pt, pNormal, bClamp, color, pBoxColors );
}
// Returns the color of the ambient light
void CEngineClient::GetAmbientLightColor( Vector& color )
{
dworldlight_t* pWorldLight = FindAmbientLight();
if (!pWorldLight)
color.Init( 0, 0, 0 );
else
VectorCopy( pWorldLight->intensity, color );
}
// Returns the dx support level
int CEngineClient::GetDXSupportLevel()
{
return g_pMaterialSystemHardwareConfig->GetDXSupportLevel();
}
bool CEngineClient::SupportsHDR()
{
// deprecated.
// Assert( 0 );
return false;
}
void CEngineClient::Mat_Stub( IMaterialSystem *pMatSys )
{
materials = pMatSys;
// Pass the call to the model renderer.
if ( g_pStudioRender )
g_pStudioRender->Mat_Stub( pMatSys );
}
void CEngineClient::GetChapterName( char *pchBuff, int iMaxLength )
{
serverGameDLL->GetSaveComment( pchBuff, iMaxLength, 0.0f, 0.0f, true );
}
char const *CEngineClient::GetLevelName( void )
{
if ( sv.IsDedicated() )
{
return "Dedicated Server";
}
else if ( !cl.IsConnected() )
{
return "";
}
return cl.m_szLevelFileName;
}
int CEngineClient::GetLevelVersion( void )
{
return g_ServerGlobalVariables.mapversion;
}
bool CEngineClient::IsLevelMainMenuBackground( void )
{
return sv.IsLevelMainMenuBackground();
}
void CEngineClient::GetMainMenuBackgroundName( char *dest, int destlen )
{
CL_GetBackgroundLevelName( dest, destlen, false );
}
// Occlusion system control
void CEngineClient::SetOcclusionParameters( const OcclusionParams_t &params )
{
OcclusionSystem()->SetOcclusionParameters( params.m_flMaxOccludeeArea, params.m_flMinOccluderArea );
}
//-----------------------------------------------------------------------------
// Purpose: Takes a trackerID and returns which player slot that user is in
// returns 0 if no player found with that ID
//-----------------------------------------------------------------------------
int CEngineClient::GetPlayerForUserID(int userID)
{
if ( !cl.m_pUserInfoTable )
return 0;
// We are occasionally getting crashes here where it looks like cl.m_nMaxClients
// is larger than the number of items in cl.m_pUserInfoTable. Callstack:
// engine.dll CEngineClient::GetPlayerForUserID
// client.dll CTFHudDeathNotice::OnGameEvent
// client.dll CHudBaseDeathNotice::FireGameEvent
// client.dll CTFHudDeathNotice::FireGameEvent
// engine.dll CGameEventManager::FireEventIntern
// engine.dll CGameEventManager::FireEventClientSide
// engine.dll CClientState::ProcessGameEvent
// So add check to make sure we don't go over m_pUserInfoTable size.
int nMaxClients = Min( cl.m_nMaxClients, cl.m_pUserInfoTable->GetNumStrings() );
for ( int i = 0; i < nMaxClients; i++ )
{
player_info_t *pi = (player_info_t*) cl.m_pUserInfoTable->GetStringUserData( i, NULL );
if ( !pi )
continue;
// Fixup from network order (little endian)
if ( LittleLong( pi->userID ) == userID )
{
// return as entity index
return (i+1);
}
}
return 0;
}
#if !defined( NO_VOICE )
struct IVoiceTweak_s *CEngineClient::GetVoiceTweakAPI( void )
{
return &g_VoiceTweakAPI;
}
#endif
void CEngineClient::EngineStats_BeginFrame( void )
{
g_EngineStats.BeginFrame();
}
void CEngineClient::EngineStats_EndFrame( void )
{
g_EngineStats.EndFrame();
}
void CEngineClient::FireEvents()
{
// Run any events queued up for this frame
CL_FireEvents();
}
void CEngineClient::CheckPoint( const char *pName )
{
GetTestScriptMgr()->CheckPoint( pName );
}
int CEngineClient::GetLeavesArea( int *pLeaves, int nLeaves )
{
if ( nLeaves == 0 )
return -1;
int iArea = host_state.worldbrush->leafs[pLeaves[0]].area;
for ( int i=1; i < nLeaves; i++ )
{
int iTestArea = host_state.worldbrush->leafs[pLeaves[i]].area;
if ( iTestArea != iArea )
return -1;
}
return iArea;
}
bool CEngineClient::DoesBoxTouchAreaFrustum( const Vector &mins, const Vector &maxs, int iArea )
{
const Frustum_t *pFrustum = GetAreaFrustum( iArea );
return !R_CullBoxSkipNear( mins, maxs, *pFrustum );
}
//-----------------------------------------------------------------------------
// Sets the hearing origin
//-----------------------------------------------------------------------------
void CEngineClient::SetAudioState( const AudioState_t &audioState )
{
Host_SetAudioState( audioState );
}
//-----------------------------------------------------------------------------
//
// Sentence API
//
//-----------------------------------------------------------------------------
int CEngineClient::SentenceGroupPick( int groupIndex, char *name, int nameLen )
{
return VOX_GroupPick( groupIndex, name, nameLen );
}
int CEngineClient::SentenceGroupPickSequential( int groupIndex, char *name, int nameLen, int sentenceIndex, int reset )
{
return VOX_GroupPickSequential( groupIndex, name, nameLen, sentenceIndex, reset );
}
int CEngineClient::SentenceIndexFromName( const char *pSentenceName )
{
int sentenceIndex = -1;
VOX_LookupString( pSentenceName, &sentenceIndex );
return sentenceIndex;
}
const char *CEngineClient::SentenceNameFromIndex( int sentenceIndex )
{
return VOX_SentenceNameFromIndex( sentenceIndex );
}
int CEngineClient::SentenceGroupIndexFromName( const char *pGroupName )
{
return VOX_GroupIndexFromName( pGroupName );
}
const char *CEngineClient::SentenceGroupNameFromIndex( int groupIndex )
{
return VOX_GroupNameFromIndex( groupIndex );
}
float CEngineClient::SentenceLength( int sentenceIndex )
{
return VOX_SentenceLength( sentenceIndex );
}
void CEngineClient::DebugDrawPhysCollide( const CPhysCollide *pCollide, IMaterial *pMaterial, matrix3x4_t& transform, const color32 &color )
{
::DebugDrawPhysCollide( pCollide, pMaterial, transform, color, false );
}
// Activates/deactivates an occluder...
void CEngineClient::ActivateOccluder( int nOccluderIndex, bool bActive )
{
OcclusionSystem()->ActivateOccluder( nOccluderIndex, bActive );
}
bool CEngineClient::IsOccluded( const Vector &vecAbsMins, const Vector &vecAbsMaxs )
{
return OcclusionSystem()->IsOccluded( vecAbsMins, vecAbsMaxs );
}
void *CEngineClient::SaveAllocMemory( size_t num, size_t size )
{
return ::SaveAllocMemory( num, size );
}
void CEngineClient::SaveFreeMemory( void *pSaveMem )
{
::SaveFreeMemory( pSaveMem );
}
INetChannelInfo *CEngineClient::GetNetChannelInfo( void )
{
return (INetChannelInfo*)cl.m_NetChannel;
}
bool CEngineClient::IsPlayingDemo( void )
{
return demoplayer->IsPlayingBack();
}
bool CEngineClient::IsRecordingDemo( void )
{
return demorecorder->IsRecording();
}
bool CEngineClient::IsPlayingTimeDemo( void )
{
return demoplayer->IsPlayingTimeDemo();
}
bool CEngineClient::IsPaused( void )
{
return cl.IsPaused();
}
bool CEngineClient::IsTakingScreenshot( void )
{
return cl_takesnapshot;
}
int CEngineClient::GetDemoRecordingTick( void )
{
return demorecorder->GetRecordingTick();
}
int CEngineClient::GetDemoPlaybackTick( void )
{
return demoplayer->GetPlaybackTick();
}
int CEngineClient::GetDemoPlaybackStartTick( void )
{
return demoplayer->GetPlaybackStartTick();
}
float CEngineClient::GetDemoPlaybackTimeScale( void )
{
return demoplayer->GetPlaybackTimeScale();
}
int CEngineClient::GetDemoPlaybackTotalTicks( void )
{
return demoplayer->GetTotalTicks();
}
bool CEngineClient::IsHLTV( void )
{
return cl.ishltv;
}
void CEngineClient::GetVideoModes( int &nCount, vmode_s *&pModes )
{
nCount = videomode->GetModeCount();
pModes = videomode->GetMode( 0 );
}
void CEngineClient::GetUILanguage( char *dest, int destlen )
{
const char *pStr = cl_language.GetString();
if ( pStr )
{
V_strncpy( dest, pStr, destlen );
}
else if ( IsX360() )
{
dest[0] = 0;
}
}
//-----------------------------------------------------------------------------
// Can skybox be seen from a particular point?
//-----------------------------------------------------------------------------
SkyboxVisibility_t CEngineClient::IsSkyboxVisibleFromPoint( const Vector &vecPoint )
{
// In the mat_fullbright 1 case, it's always visible
// (we may have no lighting in the level, and vrad is where LEAF_FLAGS_SKY is computed)
if ( g_pMaterialSystemConfig->nFullbright == 1 )
return SKYBOX_3DSKYBOX_VISIBLE;
int nLeaf = CM_PointLeafnum( vecPoint );
int nFlags = GetCollisionBSPData()->map_leafs[nLeaf].flags;
if ( nFlags & LEAF_FLAGS_SKY )
return SKYBOX_3DSKYBOX_VISIBLE;
return ( nFlags & LEAF_FLAGS_SKY2D ) ? SKYBOX_2DSKYBOX_VISIBLE : SKYBOX_NOT_VISIBLE;
}
const char* CEngineClient::GetMapEntitiesString()
{
return CM_EntityString();
}
bool CEngineClient::IsInEditMode( void )
{
return g_bInEditMode;
}
bool CEngineClient::IsInCommentaryMode( void )
{
return g_bInCommentaryMode;
}
float CEngineClient::GetScreenAspectRatio()
{
return GetScreenAspect( );
}
int CEngineClient::GetAppID()
{
return GetSteamAppID();
}
void CEngineClient::SetOverlayBindProxy( int iOverlayID, void *pBindProxy )
{
OverlayMgr()->SetOverlayBindProxy( iOverlayID, pBindProxy );
}
void CEngineClient::ChangeTeam( const char *pTeamName )
{
g_pMatchmaking->ChangeTeam( pTeamName );
}
//-----------------------------------------------------------------------------
// Returns true if copy occured
//-----------------------------------------------------------------------------
bool CEngineClient::CopyFrameBufferToMaterial( const char *pMaterialName )
{
if ( !IsX360() )
{
// not for PC
Assert( 0 );
return false;
}
IMaterial *pMaterial = materials->FindMaterial( pMaterialName, TEXTURE_GROUP_OTHER );
if ( pMaterial->IsErrorMaterial() )
{
// unknown material
return false;
}
bool bFound;
IMaterialVar *pMaterialVar = pMaterial->FindVar( "$baseTexture", &bFound, false );
if ( !bFound || pMaterialVar->GetType() != MATERIAL_VAR_TYPE_TEXTURE )
{
// lack of expected $basetexture
return false;
}
ITexture *pTexture = pMaterialVar->GetTextureValue();
if ( !pTexture || !pTexture->IsRenderTarget() )
{
// base texture is not a render target
return false;
}
CMatRenderContextPtr pRenderContext( materials );
int width, height;
pRenderContext->GetRenderTargetDimensions( width, height );
if ( width != pTexture->GetActualWidth() || height != pTexture->GetActualHeight() )
{
// better be matched, not supporting a disparate blit in this context
// disparate blit may very well use same RT we are trying to copy into
return false;
}
pRenderContext->CopyRenderTargetToTexture( pTexture );
return true;
}
//-----------------------------------------------------------------------------
// Used by the color correction UI
//-----------------------------------------------------------------------------
void CEngineClient::GrabPreColorCorrectedFrame( int x, int y, int width, int height )
{
colorcorrectiontools->GrabPreColorCorrectedFrame( x, y, width, height );
}
//-----------------------------------------------------------------------------
// Is hammer running?
//-----------------------------------------------------------------------------
bool CEngineClient::IsHammerRunning( ) const
{
return IsPC() ? InEditMode() : false;
}
extern IAchievementMgr *g_pAchievementMgr;
//-----------------------------------------------------------------------------
// Sets achievement mgr
//-----------------------------------------------------------------------------
void CEngineClient::SetAchievementMgr( IAchievementMgr *pAchievementMgr )
{
g_pAchievementMgr = pAchievementMgr;
}
//-----------------------------------------------------------------------------
// Gets achievement mgr
//-----------------------------------------------------------------------------
IAchievementMgr *CEngineClient::GetAchievementMgr()
{
return g_pAchievementMgr;
}
//-----------------------------------------------------------------------------
// Called by the client to determine violence settings for things like ragdoll
// fading.
//-----------------------------------------------------------------------------
bool CEngineClient::IsLowViolence()
{
return g_bLowViolence;
}
const char *CEngineClient::GetMostRecentSaveGame( void )
{
return saverestore->GetMostRecentlyLoadedFileName();
}
void CEngineClient::SetMostRecentSaveGame( const char *lpszFilename )
{
saverestore->SetMostRecentSaveGame( lpszFilename );
}
//-----------------------------------------------------------------------------
// Called by gameui to hint the engine that an exiting process has started.
// The Engine needs to stabilize to a safe quiet state. More frames are going
// to and have to run, but the true exit will occur.
//-----------------------------------------------------------------------------
void CEngineClient::StartXboxExitingProcess()
{
if ( IsPC() )
{
// not for PC
return;
}
g_pInputSystem->StopRumble();
// save out the achievements
g_pAchievementMgr->SaveGlobalStateIfDirty( false );
S_StopAllSounds( true );
// Shutdown QMS, need to go back to single threaded
Host_AllowQueuedMaterialSystem( false );
}
bool CEngineClient::IsSaveInProgress()
{
return saverestore->IsSaveInProgress();
}
extern IXboxSystem *g_pXboxSystem;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
uint CEngineClient::OnStorageDeviceAttached( void )
{
return g_pXboxSystem->OpenContainers();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEngineClient::OnStorageDeviceDetached( void )
{
XBX_SetStorageDeviceId( XBX_INVALID_STORAGE_ID );
g_pXboxSystem->CloseContainers();
}
ISPSharedMemory *CEngineClient::GetSinglePlayerSharedMemorySpace( const char *szName, int ent_num )
{
// TODO(nillerusr): it this necessary? Implement later if so
return NULL; //g_pSinglePlayerSharedMemoryManager->GetSharedMemory( szName, ent_num );
}
void CEngineClient::ResetDemoInterpolation( void )
{
if( demorecorder->IsRecording() )
demorecorder->ResetDemoInterpolation();
if (demoplayer->IsPlayingBack() )
demoplayer->ResetDemoInterpolation();
}
extern CGamestatsData *g_pGamestatsData;
void CEngineClient::SetGamestatsData( CGamestatsData *pGamestatsData )
{
g_pGamestatsData = pGamestatsData;
}
CGamestatsData *CEngineClient::GetGamestatsData()
{
return g_pGamestatsData;
}
//-----------------------------------------------------------------------------
#if defined( USE_SDL )
void CEngineClient::GetMouseDelta( int &x, int &y, bool bIgnoreNextMouseDelta )
{
g_pLauncherMgr->GetMouseDelta( x, y, bIgnoreNextMouseDelta );
}
#endif
void CEngineClient::ServerCmdKeyValues( KeyValues *pKeyValues )
{
cl.SendServerCmdKeyValues( pKeyValues );
}
bool CEngineClient::IsSkippingPlayback( void )
{
return demoplayer->IsSkipping();
}
bool CEngineClient::IsLoadingDemo( void )
{
return demoplayer->IsLoading();
}
bool CEngineClient::IsPlayingDemoALocallyRecordedDemo()
{
return IsPlayingDemo() &&
demoplayer &&
demoplayer->GetDemoFile() &&
!V_strnicmp( demoplayer->GetDemoFile()->m_DemoHeader.servername, "localhost", 9 );
}
uint CEngineClient::GetProtocolVersion()
{
if ( demoplayer && demoplayer->IsPlayingBack() )
{
return demoplayer->GetProtocolVersion();
}
return PROTOCOL_VERSION;
}
bool CEngineClient::IsWindowedMode()
{
return videomode->IsWindowedMode();
}
int CEngineClient::GetClientVersion() const
{
return GetSteamInfIDVersionInfo().ClientVersion;
}
bool CEngineClient::IsActiveApp( void )
{
return game->IsActiveApp();
}
//-----------------------------------------------------------------------------
// Previously ConCommand disconnect
//-----------------------------------------------------------------------------
void CEngineClient::DisconnectInternal( void )
{
Disconnect();
}
//-----------------------------------------------------------------------------
// The client DLL serves out this interface
//-----------------------------------------------------------------------------
IBaseClientDLL *g_ClientDLL = NULL;
IClientVirtualReality *g_pClientVR = NULL;
IPrediction *g_pClientSidePrediction = NULL;
IClientRenderTargets *g_pClientRenderTargets = NULL;
IClientEntityList *entitylist = NULL;
ICenterPrint *centerprint = NULL;
IClientLeafSystemEngine *clientleafsystem = NULL;
bool g_bClientLeafSystemV1;
ClientClass *g_pClientClassHead = NULL;
IClientReplay *g_pClientReplay = NULL;
ClientClass *ClientDLL_GetAllClasses( void )
{
if ( g_ClientDLL )
return g_ClientDLL->GetAllClasses();
else
return g_pClientClassHead;
}
static void ClientDLL_InitRecvTableMgr()
{
// Register all the receive tables.
RecvTable *pRecvTables[MAX_DATATABLES];
int nRecvTables = 0;
for ( ClientClass *pCur = ClientDLL_GetAllClasses(); pCur; pCur=pCur->m_pNext )
{
ErrorIfNot(
nRecvTables < ARRAYSIZE( pRecvTables ),
("ClientDLL_InitRecvTableMgr: overflowed MAX_DATATABLES")
);
pRecvTables[nRecvTables] = pCur->m_pRecvTable;
++nRecvTables;
}
RecvTable_Init( pRecvTables, nRecvTables );
}
static void ClientDLL_ShutdownRecvTableMgr()
{
RecvTable_Term();
}
CreateInterfaceFn ClientDLL_GetFactory( void )
{
return g_ClientFactory;
}
//-----------------------------------------------------------------------------
// Purpose: Loads the client DLL
// Input : -
//-----------------------------------------------------------------------------
bool ClientDLL_Load()
{
Assert ( !g_ClientDLLModule );
// Check the signature on the client dll. If this fails we load it anyway but put this client
// into insecure mode so it won't connect to secure servers and get VAC banned
if ( !Host_AllowLoadModule( "client.dll", "GAMEBIN", true ) )
{
// not supposed to load this but we will anyway
Host_DisallowSecureServers();
Host_AllowLoadModule( "client.dll","GAMEBIN", true );
}
g_ClientDLLModule = g_pFileSystem->LoadModule( "client", "GAMEBIN", false );
if ( g_ClientDLLModule )
{
g_ClientFactory = Sys_GetFactory( g_ClientDLLModule );
if ( g_ClientFactory )
{
g_ClientDLL = (IBaseClientDLL *)g_ClientFactory( CLIENT_DLL_INTERFACE_VERSION, NULL );
// this is to ensure the old format of the string table is used for clients version 13 and older.
// when the client version gets revved, there will need to be an else that sets this bool to true
g_bClientGameDLLGreaterThanV13 = false;
if ( !g_ClientDLL )
{
Sys_Error( "Could not get client.dll interface from library client" );
}
if( g_pSourceVR )
{
g_pClientVR = (IClientVirtualReality *)g_ClientFactory( CLIENTVIRTUALREALITY_INTERFACE_VERSION, NULL );
if( !g_pClientVR )
{
Msg( "client.dll is not VR-compatible.\n" );
}
}
}
else
{
Sys_Error( "Could not find factory interface in library client" );
}
}
else
{
// tell Steam to do a quick verify of the install. Sys_Error doesn't return, so do this first.
if( Steam3Client().SteamApps() )
Steam3Client().SteamApps()->MarkContentCorrupt( true );
// library failed to load
Sys_Error( "Could not load library client. Try restarting. If that doesn't work, verify the cache." );
}
// Load the client render targets interface from the client .dll
// NOTE: Its OK if this returns NULL, as some mods won't provide the interface and will just use the default behavior of the engine
g_pClientRenderTargets = (IClientRenderTargets *)g_ClientFactory( CLIENTRENDERTARGETS_INTERFACE_VERSION, NULL );
return true;
}
void InitExtraClientCmdCanExecuteVars()
{
// This can go away when we ship a client DLL with the FCVAR_CLIENTCMD_CAN_EXECUTE flag set on these cvars/concommands.
Cmd_AddClientCmdCanExecuteVar( "cancelselect" );
Cmd_AddClientCmdCanExecuteVar( "menuselect" );
Cmd_AddClientCmdCanExecuteVar( "playgamesound" );
Cmd_AddClientCmdCanExecuteVar( "_cl_classmenuopen" );
Cmd_AddClientCmdCanExecuteVar( "cl_buy_favorite" );
Cmd_AddClientCmdCanExecuteVar( "voice_modenable" );
Cmd_AddClientCmdCanExecuteVar( "togglescores" );
Cmd_AddClientCmdCanExecuteVar( "spec_next" );
Cmd_AddClientCmdCanExecuteVar( "spec_prev" );
Cmd_AddClientCmdCanExecuteVar( "spec_mode" );
Cmd_AddClientCmdCanExecuteVar( "spec_menu" );
Cmd_AddClientCmdCanExecuteVar( "spec_autodirector" );
Cmd_AddClientCmdCanExecuteVar( "overview_zoom" );
Cmd_AddClientCmdCanExecuteVar( "overview_mode" );
Cmd_AddClientCmdCanExecuteVar( "overview_health" );
Cmd_AddClientCmdCanExecuteVar( "overview_names" );
Cmd_AddClientCmdCanExecuteVar( "overview_tracks" );
Cmd_AddClientCmdCanExecuteVar( "overview_locked" );
Cmd_AddClientCmdCanExecuteVar( "overview_alpha" );
Cmd_AddClientCmdCanExecuteVar( "playgamesound" );
}
//-----------------------------------------------------------------------------
// Purpose: Inits the client .dll
//-----------------------------------------------------------------------------
void ClientDLL_Init( void )
{
extern void CL_SetSteamCrashComment();
// Assert ClientDLL_Load successfully created these interfaces, as we need them to init properly
Assert ( g_ClientDLL );
Assert ( g_ClientFactory );
// this will get updated after we load a map, but this gets video info if we sys_error() prior to loading a map
CL_SetSteamCrashComment();
if ( g_ClientDLL )
{
COM_TimestampedLog( "g_ClientDLL->Init" );
if ( !g_ClientDLL->Init(g_AppSystemFactory, g_AppSystemFactory, &g_ClientGlobalVariables ) )
{
Sys_Error("Client.dll Init() in library client failed.");
}
if ( g_ClientFactory )
{
COM_TimestampedLog( "g_pClientSidePrediction->Init" );
// Load the prediction interface from the client .dll
g_pClientSidePrediction = (IPrediction *)g_ClientFactory( VCLIENT_PREDICTION_INTERFACE_VERSION, NULL );
if ( !g_pClientSidePrediction )
{
Sys_Error( "Could not get IPrediction interface from library client" );
}
g_pClientSidePrediction->Init();
entitylist = ( IClientEntityList *)g_ClientFactory( VCLIENTENTITYLIST_INTERFACE_VERSION, NULL );
if ( !entitylist )
{
Sys_Error( "Could not get client entity list interface from library client" );
}
centerprint = ( ICenterPrint * )g_ClientFactory( VCENTERPRINT_INTERFACE_VERSION, NULL );
if ( !centerprint )
{
Sys_Error( "Could not get centerprint interface from library client" );
}
clientleafsystem = ( IClientLeafSystemEngine *)g_ClientFactory( CLIENTLEAFSYSTEM_INTERFACE_VERSION, NULL );
if ( clientleafsystem )
{
g_bClientLeafSystemV1 = false;
}
else if ( !clientleafsystem )
{
clientleafsystem = ( IClientLeafSystemEngine *)g_ClientFactory( CLIENTLEAFSYSTEM_INTERFACE_VERSION_1, NULL );
if ( !clientleafsystem )
{
Sys_Error( "Could not get client leaf system interface from library client" );
}
else
{
g_bClientLeafSystemV1 = true;
}
}
#if defined( REPLAY_ENABLED )
if ( Replay_IsSupportedModAndPlatform() )
{
// Replay dll should be loaded by this point
if ( !g_pReplay )
{
Sys_Error( "Replay.dll was not loaded" );
}
// Get pointer to client-side replay interface implementation
g_pClientReplay = (IClientReplay *)g_ClientFactory( CLIENT_REPLAY_INTERFACE_VERSION, NULL );
if ( !g_pClientReplay )
{
Sys_Error( "Could not get the replay interface from library client" );
}
// Allow the client dll to setup pointers to replay interfaces
extern CreateInterfaceFn g_fnReplayFactory;
if ( !g_ClientDLL->ReplayInit( g_fnReplayFactory ) )
{
Sys_Error( "Client ReplayInit() failed!" );
}
// Allow the replay dll to setup pointers to client interfaces
if ( !g_pReplay->CL_Init( g_ClientFactory ) )
{
Sys_Error( "Replay system ClientInit() failed" );
}
if ( !g_ClientDLL->ReplayPostInit() )
{
Sys_Error( "Client ReplayPostInit() failed!" );
}
#if !defined( DEDICATED )
extern CGameServer sv;
if ( !sv.IsDedicated() )
{
g_pClientReplayContext = g_pReplay->CL_GetContext();
g_pReplayManager = g_pClientReplayContext->GetReplayManager();
g_pReplayMovieManager = g_pClientReplayContext->GetMovieManager();
g_pReplayMovieRenderer = g_pClientReplayContext->GetMovieRenderer();
g_pReplayPerformanceManager = g_pClientReplayContext->GetPerformanceManager();
g_pReplayPerformanceController = g_pClientReplayContext->GetPerformanceController();
ReplayLib_Init( com_gamedir, g_pClientReplayContext );
}
#endif
}
#endif
toolframework->ClientInit( g_ClientFactory );
}
// Don't want TF2 running less than DX 8
if ( g_pMaterialSystemHardwareConfig && g_pMaterialSystemHardwareConfig->GetDXSupportLevel() < 80 )
{
if ( ( Q_stricmp( COM_GetModDirectory(), "tf" ) == 0 ) || ( Q_stricmp( COM_GetModDirectory(), "ep2" ) == 0 ) || ( Q_stricmp( COM_GetModDirectory(), "portal" ) == 0 ) || ( Q_stricmp( COM_GetModDirectory(), "tf_beta" ) == 0 ) )
{
Sys_Error( "Your graphics hardware must support at least pixel shader version 1.1 to run this game!" );
}
}
}
COM_TimestampedLog( "ClientDLL_InitRecvTableMgr" );
ClientDLL_InitRecvTableMgr();
InitExtraClientCmdCanExecuteVars();
}
//-----------------------------------------------------------------------------
// Purpose: Shuts down the client .dll
//-----------------------------------------------------------------------------
void ClientDLL_Shutdown( void )
{
#if defined( REPLAY_ENABLED )
if ( g_pReplay )
{
g_pReplay->CL_Shutdown();
}
#endif
toolframework->ClientShutdown();
ClientDLL_ShutdownRecvTableMgr();
vgui::ivgui()->RunFrame();
materials->UncacheAllMaterials();
vgui::ivgui()->RunFrame();
g_pClientSidePrediction->Shutdown();
entitylist = NULL;
g_pClientSidePrediction = NULL;
g_ClientFactory = NULL;
centerprint = NULL;
g_ClientDLL->Shutdown();
}
//-----------------------------------------------------------------------------
// Purpose: Unloads the client .dll
// Input : -
//-----------------------------------------------------------------------------
void ClientDLL_Unload()
{
FileSystem_UnloadModule( g_ClientDLLModule );
g_ClientDLL = NULL;
g_ClientDLLModule = NULL;
g_pClientRenderTargets = NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Called when the game initializes and whenever the vid_mode is changed
// so the HUD can reinitialize itself.
//-----------------------------------------------------------------------------
void ClientDLL_HudVidInit( void )
{
g_ClientDLL->HudVidInit();
}
//-----------------------------------------------------------------------------
// Purpose: Allow client .dll to modify input data
//-----------------------------------------------------------------------------
void ClientDLL_ProcessInput( void )
{
if ( !g_ClientDLL )
return;
VPROF("ClientDLL_ProcessInput");
tmZoneFiltered( TELEMETRY_LEVEL0, 50, TMZF_NONE, "%s", __FUNCTION__ );
g_ClientDLL->HudProcessInput( cl.IsConnected() );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void ClientDLL_FrameStageNotify( ClientFrameStage_t frameStage )
{
if ( !g_ClientDLL )
return;
tmZoneFiltered( TELEMETRY_LEVEL0, 50, TMZF_NONE, "%s", __FUNCTION__ );
g_ClientDLL->FrameStageNotify( frameStage );
}
//-----------------------------------------------------------------------------
// Purpose: Allow client .dll to think
//-----------------------------------------------------------------------------
void ClientDLL_Update( void )
{
if ( sv.IsDedicated() )
return;
if ( !g_ClientDLL )
return;
g_ClientDLL->HudUpdate( true );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void ClientDLL_VoiceStatus( int entindex, bool bTalking )
{
if( g_ClientDLL )
g_ClientDLL->VoiceStatus( entindex, bTalking );
}
#ifdef IS_WINDOWS_PC
#include "winlite.h"
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEngineClient::FlashWindow()
{
#ifndef USE_SDL
FLASHWINFO flashwinfo;
flashwinfo.cbSize = sizeof( flashwinfo );
flashwinfo.hwnd = (HWND)game->GetMainWindow();
flashwinfo.dwFlags = FLASHW_ALL;
flashwinfo.uCount = 5;
flashwinfo.dwTimeout = 0;
FlashWindowEx( &flashwinfo );
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CEngineClient::GetInstancesRunningCount( )
{
return CheckOtherInstancesRunning( );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CEngineClient::GetPausedExpireTime( void )
{
return cl.GetPausedExpireTime();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CEngineClient::StartDemoRecording( const char *pszFilename, const char *pszFolder /* = NULL */ )
{
bool bUseFolder = ( pszFolder && pszFolder[0] );
if ( demorecorder->IsRecording() )
{
ConMsg( "Already recording.\n" );
return false;
}
if ( demoplayer->IsPlayingBack() )
{
ConMsg( "Can't record during demo playback.\n" );
return false;
}
// check filename
if ( !COM_IsValidPath( pszFilename ) )
{
ConMsg( "record %s: invalid filename.\n", pszFilename );
return false;
}
if ( bUseFolder )
{
// check folder
if ( !COM_IsValidPath( pszFolder ) )
{
ConMsg( "record %s: invalid folder.\n", pszFolder );
return false;
}
}
char szFinal[MAX_OSPATH];
char szTemp[MAX_OSPATH];
if ( !g_ClientDLL->CanRecordDemo( szTemp, sizeof( szTemp ) ) )
{
ConMsg( "%s\n", szTemp ); // re-use szTemp as the error string if the client prevents us from starting a demo
return false;
}
if ( bUseFolder )
{
V_sprintf_safe( szTemp, "%s%c%s", pszFolder, CORRECT_PATH_SEPARATOR, pszFilename );
}
else
{
V_sprintf_safe( szTemp, "%s", pszFilename );
}
// remove .dem extension if it exists
Q_StripExtension( szTemp, szFinal, sizeof( szFinal ) );
// record it
demorecorder->StartRecording( szFinal, false );
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEngineClient::StopDemoRecording( void )
{
if ( !demorecorder->IsRecording() )
{
ConDMsg( "Not recording a demo.\n" );
return;
}
demorecorder->StopRecording();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEngineClient::TakeScreenshot( const char *pszFilename, const char *pszFolder /* = NULL */ )
{
bool bUseFolder = ( pszFolder && pszFolder[0] );
// check filename
if ( !COM_IsValidPath( pszFilename ) )
{
ConMsg( "TakeScreenshot invalid filename: %s\n", pszFilename );
return;
}
if ( bUseFolder )
{
// check folder
if ( !COM_IsValidPath( pszFolder ) )
{
ConMsg( "TakeScreenshot invalid folder: %s\n", pszFolder );
return;
}
}
bool bReadPixelsFromFrontBuffer = g_pMaterialSystemHardwareConfig->ReadPixelsFromFrontBuffer();
if ( bReadPixelsFromFrontBuffer )
{
Shader_SwapBuffers();
}
// Disable threading for the duration of the screenshots, because we need to get pointers to the (complete)
// back buffer right now.
bool bEnabled = materials->AllowThreading( false, g_nMaterialSystemThread );
char szFinal[MAX_OSPATH] = {0};
if ( bUseFolder )
{
V_sprintf_safe( szFinal, "%s%c%s", pszFolder, CORRECT_PATH_SEPARATOR, pszFilename );
}
else
{
V_sprintf_safe( szFinal, "%s", pszFilename );
}
V_SetExtension( szFinal, ".tga", sizeof( szFinal ) );
videomode->TakeSnapshotTGA( szFinal );
// Restore threading if it was previously enabled (if it wasn't this will do nothing).
materials->AllowThreading( bEnabled, g_nMaterialSystemThread );
if ( !bReadPixelsFromFrontBuffer )
{
Shader_SwapBuffers();
}
}