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. ============//
//
//=======================================================================================//
#include "replay_internal.h"
#include "replay/ireplaysystem.h"
#include "replayserver.h"
#include "vgui/ILocalize.h"
#include "server.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//----------------------------------------------------------------------------------------
IReplaySystem *g_pReplay = NULL;
//----------------------------------------------------------------------------------------
static CSysModule *gs_hReplayModule = NULL;
IServerReplayContext *g_pServerReplayContext = NULL;
CreateInterfaceFn g_fnReplayFactory = NULL;
#if !defined( DEDICATED )
IReplayManager *g_pReplayManager = NULL;
IReplayMovieRenderer *g_pReplayMovieRenderer = NULL;
IReplayPerformanceManager *g_pReplayPerformanceManager = NULL;
IReplayPerformanceController *g_pReplayPerformanceController = NULL;
IReplayMovieManager *g_pReplayMovieManager = NULL;
#endif
//----------------------------------------------------------------------------------------
ConVar replay_debug( "replay_debug", "0", FCVAR_DONTRECORD );
//----------------------------------------------------------------------------------------
// If you modify this list, you will also need to add the following line to the game's
// client_*.vpc and server_*.vpc files:
//
// $include "$SRCDIR\vpc_scripts\source_replay.vpc"
//
static const char *s_pSupportedReplayGames[] =
{
"tf",
"tf_beta",
};
//----------------------------------------------------------------------------------------
void ReplaySystem_Init( bool bDedicated )
{
#if defined( REPLAY_ENABLED )
COM_TimestampedLog( "Loading replay.dll" );
extern IFileSystem *g_pFileSystem;
// Load the replay DLL
const char *szDllName = "replay" DLL_EXT_STRING;
gs_hReplayModule = g_pFileSystem->LoadModule( szDllName );
g_fnReplayFactory = Sys_GetFactory( gs_hReplayModule );
if ( !g_fnReplayFactory )
{
Error( "Could not load: %s\n", szDllName );
}
// Get a ptr to the IReplay instance
g_pReplay = (IReplaySystem *)g_fnReplayFactory( REPLAY_INTERFACE_VERSION, NULL );
if ( !g_pReplay )
{
Error( "Could not get IReplay interface %s from %s\n", REPLAY_INTERFACE_VERSION, szDllName );
}
// Initialize the replay DLL
COM_TimestampedLog( "g_pReplay->Initialize()" );
extern CreateInterfaceFn g_AppSystemFactory;
if ( !g_pReplay->Connect( g_AppSystemFactory ) )
{
Error( "Connect on replay.dll failed!\n" );
}
// Cache some pointers
g_pServerReplayContext = g_pReplay->SV_GetContext();
if ( !bDedicated )
{
// Add replay localization text files
extern vgui::ILocalize *g_pVGuiLocalize;
if ( g_pVGuiLocalize )
{
g_pVGuiLocalize->AddFile( "resource/replay_%language%.txt", "GAME" );
g_pVGuiLocalize->AddFile( "resource/youtube_%language%.txt", "GAME" );
}
}
#endif
}
//----------------------------------------------------------------------------------------
void ReplaySystem_Shutdown()
{
#if defined( REPLAY_ENABLED )
if ( g_pReplay )
{
// Shutdown the DLL
g_pReplay->Shutdown();
g_pReplay = NULL;
}
if ( gs_hReplayModule )
{
// Unload the DLL
Sys_UnloadModule( gs_hReplayModule );
gs_hReplayModule = NULL;
}
#endif
}
//----------------------------------------------------------------------------------------
bool Replay_IsSupportedModAndPlatform()
{
if ( !IsPC() )
return false;
int nNumSupportedReplayGames = ARRAYSIZE( s_pSupportedReplayGames );
for ( int i = 0; i < nNumSupportedReplayGames; ++i )
{
const char *pCurGame = s_pSupportedReplayGames[ i ];
if ( !Q_stricmp( COM_GetModDirectory(), pCurGame ) )
return true;
}
return false;
}
//----------------------------------------------------------------------------------------