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.
260 lines
7.6 KiB
260 lines
7.6 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// |
|
// |
|
// Purpose: |
|
// |
|
// $NoKeywords: $ |
|
//=============================================================================// |
|
|
|
#ifndef IGAMESYSTEM_H |
|
#define IGAMESYSTEM_H |
|
#ifdef _WIN32 |
|
#pragma once |
|
#endif |
|
|
|
//----------------------------------------------------------------------------- |
|
// Game systems are singleton objects in the client + server codebase responsible for |
|
// various tasks |
|
// The order in which the server systems appear in this list are the |
|
// order in which they are initialized and updated. They are shut down in |
|
// reverse order from which they are initialized. |
|
//----------------------------------------------------------------------------- |
|
#ifdef GAME_DLL |
|
class CBasePlayer; |
|
class CUserCmd; |
|
#endif |
|
|
|
// UNDONE: Do these need GameInit/GameShutdown as well? |
|
// UNDONE: Remove the Pre/Post entity semantics and rely on system ordering? |
|
// FIXME: Remove all ifdef CLIENT_DLL if we can... |
|
abstract_class IGameSystem |
|
{ |
|
public: |
|
// GameSystems are expected to implement these methods. |
|
virtual char const *Name() = 0; |
|
|
|
// Init, shutdown |
|
// return true on success. false to abort DLL init! |
|
virtual bool Init() = 0; |
|
virtual void PostInit() = 0; |
|
virtual void Shutdown() = 0; |
|
|
|
// Level init, shutdown |
|
virtual void LevelInitPreEntity() = 0; |
|
// entities are created / spawned / precached here |
|
virtual void LevelInitPostEntity() = 0; |
|
|
|
virtual void LevelShutdownPreEntity() = 0; |
|
// Entities are deleted / released here... |
|
virtual void LevelShutdownPostEntity() = 0; |
|
// end of level shutdown |
|
|
|
// Called during game save |
|
virtual void OnSave() = 0; |
|
|
|
// Called during game restore, after the local player has connected and entities have been fully restored |
|
virtual void OnRestore() = 0; |
|
|
|
// Called every frame. It's safe to remove an igamesystem from within this callback. |
|
virtual void SafeRemoveIfDesired() = 0; |
|
|
|
virtual bool IsPerFrame() = 0; |
|
|
|
// destructor, cleans up automagically.... |
|
virtual ~IGameSystem(); |
|
|
|
// Client systems can use this to get at the map name |
|
static char const* MapName(); |
|
|
|
// These methods are used to add and remove server systems from the |
|
// main server loop. The systems are invoked in the order in which |
|
// they are added. |
|
static void Add ( IGameSystem* pSys ); |
|
static void Remove ( IGameSystem* pSys ); |
|
static void RemoveAll ( ); |
|
|
|
// These methods are used to initialize, shutdown, etc all systems |
|
static bool InitAllSystems(); |
|
static void PostInitAllSystems(); |
|
static void ShutdownAllSystems(); |
|
static void LevelInitPreEntityAllSystems( char const* pMapName ); |
|
static void LevelInitPostEntityAllSystems(); |
|
static void LevelShutdownPreEntityAllSystems(); |
|
static void LevelShutdownPostEntityAllSystems(); |
|
|
|
static void OnSaveAllSystems(); |
|
static void OnRestoreAllSystems(); |
|
|
|
static void SafeRemoveIfDesiredAllSystems(); |
|
|
|
#ifdef CLIENT_DLL |
|
static void PreRenderAllSystems(); |
|
static void UpdateAllSystems( float frametime ); |
|
static void PostRenderAllSystems(); |
|
#else |
|
static void FrameUpdatePreEntityThinkAllSystems(); |
|
static void FrameUpdatePostEntityThinkAllSystems(); |
|
static void PreClientUpdateAllSystems(); |
|
|
|
// Accessors for the above function |
|
#ifdef GAME_DLL |
|
static CBasePlayer *RunCommandPlayer(); |
|
static CUserCmd *RunCommandUserCmd(); |
|
#endif |
|
#endif |
|
}; |
|
|
|
class IGameSystemPerFrame : public IGameSystem |
|
{ |
|
public: |
|
// destructor, cleans up automagically.... |
|
virtual ~IGameSystemPerFrame(); |
|
|
|
#ifdef CLIENT_DLL |
|
// Called before rendering |
|
virtual void PreRender() = 0; |
|
|
|
// Gets called each frame |
|
virtual void Update( float frametime ) = 0; |
|
|
|
// Called after rendering |
|
virtual void PostRender() = 0; |
|
#else |
|
// Called each frame before entities think |
|
virtual void FrameUpdatePreEntityThink() = 0; |
|
// called after entities think |
|
virtual void FrameUpdatePostEntityThink() = 0; |
|
virtual void PreClientUpdate() = 0; |
|
#endif |
|
}; |
|
|
|
// Quick and dirty server system for users who don't care about precise ordering |
|
// and usually only want to implement a few of the callbacks |
|
class CBaseGameSystem : public IGameSystem |
|
{ |
|
public: |
|
|
|
virtual char const *Name() { return "unnamed"; } |
|
|
|
// Init, shutdown |
|
// return true on success. false to abort DLL init! |
|
virtual bool Init() { return true; } |
|
virtual void PostInit() {} |
|
virtual void Shutdown() {} |
|
|
|
// Level init, shutdown |
|
virtual void LevelInitPreEntity() {} |
|
virtual void LevelInitPostEntity() {} |
|
virtual void LevelShutdownPreEntity() {} |
|
virtual void LevelShutdownPostEntity() {} |
|
|
|
virtual void OnSave() {} |
|
virtual void OnRestore() {} |
|
virtual void SafeRemoveIfDesired() {} |
|
|
|
virtual bool IsPerFrame() { return false; } |
|
private: |
|
|
|
// Prevent anyone derived from CBaseGameSystem from implementing these, they need |
|
// to derive from CBaseGameSystemPerFrame below!!! |
|
#ifdef CLIENT_DLL |
|
// Called before rendering |
|
virtual void PreRender() {} |
|
|
|
// Gets called each frame |
|
virtual void Update( float frametime ) {} |
|
|
|
// Called after rendering |
|
virtual void PostRender() {} |
|
#else |
|
// Called each frame before entities think |
|
virtual void FrameUpdatePreEntityThink() {} |
|
// called after entities think |
|
virtual void FrameUpdatePostEntityThink() {} |
|
virtual void PreClientUpdate() {} |
|
#endif |
|
}; |
|
|
|
// Quick and dirty server system for users who don't care about precise ordering |
|
// and usually only want to implement a few of the callbacks |
|
class CBaseGameSystemPerFrame : public IGameSystemPerFrame |
|
{ |
|
public: |
|
virtual char const *Name() { return "unnamed"; } |
|
|
|
// Init, shutdown |
|
// return true on success. false to abort DLL init! |
|
virtual bool Init() { return true; } |
|
virtual void PostInit() {} |
|
virtual void Shutdown() {} |
|
|
|
// Level init, shutdown |
|
virtual void LevelInitPreEntity() {} |
|
virtual void LevelInitPostEntity() {} |
|
virtual void LevelShutdownPreEntity() {} |
|
virtual void LevelShutdownPostEntity() {} |
|
|
|
virtual void OnSave() {} |
|
virtual void OnRestore() {} |
|
virtual void SafeRemoveIfDesired() {} |
|
|
|
virtual bool IsPerFrame() { return true; } |
|
|
|
#ifdef CLIENT_DLL |
|
// Called before rendering |
|
virtual void PreRender () { } |
|
|
|
// Gets called each frame |
|
virtual void Update( float frametime ) { } |
|
|
|
// Called after rendering |
|
virtual void PostRender () { } |
|
#else |
|
// Called each frame before entities think |
|
virtual void FrameUpdatePreEntityThink() { } |
|
// called after entities think |
|
virtual void FrameUpdatePostEntityThink() { } |
|
virtual void PreClientUpdate() { } |
|
#endif |
|
}; |
|
|
|
// Quick and dirty server system for users who don't care about precise ordering |
|
// and usually only want to implement a few of the callbacks |
|
class CAutoGameSystem : public CBaseGameSystem |
|
{ |
|
public: |
|
CAutoGameSystem( char const *name = NULL ); // hooks in at startup, no need to explicitly add |
|
CAutoGameSystem *m_pNext; |
|
|
|
virtual char const *Name() { return m_pszName ? m_pszName : "unnamed"; } |
|
|
|
private: |
|
char const *m_pszName; |
|
}; |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: This is a CAutoGameSystem which also cares about the "per frame" hooks |
|
//----------------------------------------------------------------------------- |
|
class CAutoGameSystemPerFrame : public CBaseGameSystemPerFrame |
|
{ |
|
public: |
|
CAutoGameSystemPerFrame( char const *name = NULL ); |
|
CAutoGameSystemPerFrame *m_pNext; |
|
|
|
virtual char const *Name() { return m_pszName ? m_pszName : "unnamed"; } |
|
|
|
private: |
|
char const *m_pszName; |
|
}; |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: This interface is here to add more hooks than IGameSystemPerFrame exposes, |
|
// so we don't pollute it with hooks that only the tool cares about |
|
//----------------------------------------------------------------------------- |
|
class IToolFrameworkServer |
|
{ |
|
public: |
|
virtual void PreSetupVisibility() = 0; |
|
}; |
|
|
|
#endif // IGAMESYSTEM_H
|
|
|