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:
//
//=============================================================================
#ifndef SERVERBENCHMARK_BASE_H
#define SERVERBENCHMARK_BASE_H
#ifdef _WIN32
#pragma once
#endif
// The base server code calls into this.
class IServerBenchmark
{
public:
virtual bool StartBenchmark() = 0;
virtual void UpdateBenchmark() = 0;
virtual void EndBenchmark() = 0;
virtual bool IsBenchmarkRunning() = 0;
virtual bool IsLocalBenchmarkPlayer( CBasePlayer *pPlayer ) = 0;
// Game-specific benchmark code should use this.
virtual int RandomInt( int nMin, int nMax ) = 0;
virtual float RandomFloat( float flMin, float flMax ) = 0;
virtual int GetTickOffset() = 0;
};
extern IServerBenchmark *g_pServerBenchmark;
//
// Each game can derive from this to hook into the server benchmark.
//
// Hooks should always use g_pServerBenchmark->RandomInt/Float to get random numbers
// so the benchmark is deterministic.
//
// If they use an absolute tick number for anything, then they should also call g_pServerBenchmark->GetTickOffset()
// to get a tick count since the start of the benchmark instead of looking at gpGlobals->tickcount.
//
class CServerBenchmarkHook
{
public:
CServerBenchmarkHook();
virtual void StartBenchmark() {}
virtual void UpdateBenchmark() {}
virtual void EndBenchmark() {}
// Give a list of model names that can be spawned in for physics props during the simulation.
virtual void GetPhysicsModelNames( CUtlVector<char*> &modelNames ) = 0;
// The benchmark will call this to create a bot each time it wants to create a player.
// If you want to manage the bots yourself, you can return NULL here.
virtual CBasePlayer* CreateBot() = 0;
private:
friend class CServerBenchmark;
static CServerBenchmarkHook *s_pBenchmarkHook; // There can be only one!!
};
#endif // SERVERBENCHMARK_BASE_H