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827 lines
38 KiB
827 lines
38 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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// |
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//===========================================================================// |
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#ifndef EIFACE_H |
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#define EIFACE_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "convar.h" |
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#include "icvar.h" |
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#include "edict.h" |
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#include "mathlib/vplane.h" |
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#include "iserverentity.h" |
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#include "engine/ivmodelinfo.h" |
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#include "soundflags.h" |
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#include "bitvec.h" |
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#include "engine/iserverplugin.h" |
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#include "tier1/bitbuf.h" |
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//----------------------------------------------------------------------------- |
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// forward declarations |
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//----------------------------------------------------------------------------- |
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class SendTable; |
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class ServerClass; |
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class IMoveHelper; |
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struct Ray_t; |
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class CGameTrace; |
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typedef CGameTrace trace_t; |
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struct typedescription_t; |
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class CSaveRestoreData; |
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struct datamap_t; |
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class SendTable; |
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class ServerClass; |
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class IMoveHelper; |
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struct Ray_t; |
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struct studiohdr_t; |
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class CBaseEntity; |
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class CRestore; |
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class CSave; |
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class variant_t; |
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struct vcollide_t; |
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class IRecipientFilter; |
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class CBaseEntity; |
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class ITraceFilter; |
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struct client_textmessage_t; |
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class INetChannelInfo; |
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class ISpatialPartition; |
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class IScratchPad3D; |
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class CStandardSendProxies; |
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class IAchievementMgr; |
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class CGamestatsData; |
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class CSteamID; |
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class IReplayFactory; |
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class IReplaySystem; |
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class IServer; |
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typedef struct player_info_s player_info_t; |
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//----------------------------------------------------------------------------- |
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// defines |
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//----------------------------------------------------------------------------- |
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#ifdef _WIN32 |
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#define DLLEXPORT __stdcall |
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#else |
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#define DLLEXPORT /* */ |
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#endif |
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#define INTERFACEVERSION_VENGINESERVER_VERSION_21 "VEngineServer021" |
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#define INTERFACEVERSION_VENGINESERVER_VERSION_22 "VEngineServer022" |
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#define INTERFACEVERSION_VENGINESERVER "VEngineServer023" |
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#define INTERFACEVERSION_VENGINESERVER_INT 23 |
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struct bbox_t |
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{ |
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Vector mins; |
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Vector maxs; |
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}; |
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//----------------------------------------------------------------------------- |
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// Purpose: Interface the engine exposes to the game DLL |
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//----------------------------------------------------------------------------- |
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abstract_class IVEngineServer |
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{ |
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public: |
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// Tell engine to change level ( "changelevel s1\n" or "changelevel2 s1 s2\n" ) |
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virtual void ChangeLevel( const char *s1, const char *s2 ) = 0; |
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// Ask engine whether the specified map is a valid map file (exists and has valid version number). |
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virtual int IsMapValid( const char *filename ) = 0; |
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// Is this a dedicated server? |
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virtual bool IsDedicatedServer( void ) = 0; |
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// Is in Hammer editing mode? |
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virtual int IsInEditMode( void ) = 0; |
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// Add to the server/client lookup/precache table, the specified string is given a unique index |
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// NOTE: The indices for PrecacheModel are 1 based |
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// a 0 returned from those methods indicates the model or sound was not correctly precached |
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// However, generic and decal are 0 based |
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// If preload is specified, the file is loaded into the server/client's cache memory before level startup, otherwise |
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// it'll only load when actually used (which can cause a disk i/o hitch if it occurs during play of a level). |
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virtual int PrecacheModel( const char *s, bool preload = false ) = 0; |
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virtual int PrecacheSentenceFile( const char *s, bool preload = false ) = 0; |
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virtual int PrecacheDecal( const char *name, bool preload = false ) = 0; |
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virtual int PrecacheGeneric( const char *s, bool preload = false ) = 0; |
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// Check's if the name is precached, but doesn't actually precache the name if not... |
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virtual bool IsModelPrecached( char const *s ) const = 0; |
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virtual bool IsDecalPrecached( char const *s ) const = 0; |
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virtual bool IsGenericPrecached( char const *s ) const = 0; |
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// Note that sounds are precached using the IEngineSound interface |
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// Special purpose PVS checking |
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// Get the cluster # for the specified position |
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virtual int GetClusterForOrigin( const Vector &org ) = 0; |
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// Get the PVS bits for a specified cluster and copy the bits into outputpvs. Returns the number of bytes needed to pack the PVS |
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virtual int GetPVSForCluster( int cluster, int outputpvslength, unsigned char *outputpvs ) = 0; |
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// Check whether the specified origin is inside the specified PVS |
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virtual bool CheckOriginInPVS( const Vector &org, const unsigned char *checkpvs, int checkpvssize ) = 0; |
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// Check whether the specified worldspace bounding box is inside the specified PVS |
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virtual bool CheckBoxInPVS( const Vector &mins, const Vector &maxs, const unsigned char *checkpvs, int checkpvssize ) = 0; |
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// Returns the server assigned userid for this player. Useful for logging frags, etc. |
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// returns -1 if the edict couldn't be found in the list of players. |
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virtual int GetPlayerUserId( const edict_t *e ) = 0; |
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virtual const char *GetPlayerNetworkIDString( const edict_t *e ) = 0; |
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// Return the current number of used edict slots |
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virtual int GetEntityCount( void ) = 0; |
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// Given an edict, returns the entity index |
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virtual int IndexOfEdict( const edict_t *pEdict ) = 0; |
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// Given and entity index, returns the corresponding edict pointer |
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virtual edict_t *PEntityOfEntIndex( int iEntIndex ) = 0; |
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// Get stats info interface for a client netchannel |
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virtual INetChannelInfo* GetPlayerNetInfo( int playerIndex ) = 0; |
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// Allocate space for string and return index/offset of string in global string list |
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// If iForceEdictIndex is not -1, then it will return the edict with that index. If that edict index |
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// is already used, it'll return null. |
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virtual edict_t *CreateEdict( int iForceEdictIndex = -1 ) = 0; |
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// Remove the specified edict and place back into the free edict list |
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virtual void RemoveEdict( edict_t *e ) = 0; |
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// Memory allocation for entity class data |
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virtual void *PvAllocEntPrivateData( long cb ) = 0; |
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virtual void FreeEntPrivateData( void *pEntity ) = 0; |
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// Save/restore uses a special memory allocator (which zeroes newly allocated memory, etc.) |
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virtual void *SaveAllocMemory( size_t num, size_t size ) = 0; |
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virtual void SaveFreeMemory( void *pSaveMem ) = 0; |
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// Emit an ambient sound associated with the specified entity |
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virtual void EmitAmbientSound( int entindex, const Vector &pos, const char *samp, float vol, soundlevel_t soundlevel, int fFlags, int pitch, float delay = 0.0f ) = 0; |
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// Fade out the client's volume level toward silence (or fadePercent) |
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virtual void FadeClientVolume( const edict_t *pEdict, float fadePercent, float fadeOutSeconds, float holdTime, float fadeInSeconds ) = 0; |
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// Sentences / sentence groups |
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virtual int SentenceGroupPick( int groupIndex, char *name, int nameBufLen ) = 0; |
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virtual int SentenceGroupPickSequential( int groupIndex, char *name, int nameBufLen, int sentenceIndex, int reset ) = 0; |
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virtual int SentenceIndexFromName( const char *pSentenceName ) = 0; |
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virtual const char *SentenceNameFromIndex( int sentenceIndex ) = 0; |
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virtual int SentenceGroupIndexFromName( const char *pGroupName ) = 0; |
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virtual const char *SentenceGroupNameFromIndex( int groupIndex ) = 0; |
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virtual float SentenceLength( int sentenceIndex ) = 0; |
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// Issue a command to the command parser as if it was typed at the server console. |
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virtual void ServerCommand( const char *str ) = 0; |
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// Execute any commands currently in the command parser immediately (instead of once per frame) |
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virtual void ServerExecute( void ) = 0; |
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// Issue the specified command to the specified client (mimics that client typing the command at the console). |
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virtual void ClientCommand( edict_t *pEdict, PRINTF_FORMAT_STRING const char *szFmt, ... ) = 0; |
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// Set the lightstyle to the specified value and network the change to any connected clients. Note that val must not |
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// change place in memory (use MAKE_STRING) for anything that's not compiled into your mod. |
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virtual void LightStyle( int style, const char *val ) = 0; |
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// Project a static decal onto the specified entity / model (for level placed decals in the .bsp) |
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virtual void StaticDecal( const Vector &originInEntitySpace, int decalIndex, int entityIndex, int modelIndex, bool lowpriority ) = 0; |
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// Given the current PVS(or PAS) and origin, determine which players should hear/receive the message |
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virtual void Message_DetermineMulticastRecipients( bool usepas, const Vector& origin, CBitVec< ABSOLUTE_PLAYER_LIMIT >& playerbits ) = 0; |
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// Begin a message from a server side entity to its client side counterpart (func_breakable glass, e.g.) |
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virtual bf_write *EntityMessageBegin( int ent_index, ServerClass * ent_class, bool reliable ) = 0; |
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// Begin a usermessage from the server to the client .dll |
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virtual bf_write *UserMessageBegin( IRecipientFilter *filter, int msg_type ) = 0; |
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// Finish the Entity or UserMessage and dispatch to network layer |
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virtual void MessageEnd( void ) = 0; |
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// Print szMsg to the client console. |
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virtual void ClientPrintf( edict_t *pEdict, const char *szMsg ) = 0; |
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// SINGLE PLAYER/LISTEN SERVER ONLY (just matching the client .dll api for this) |
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// Prints the formatted string to the notification area of the screen ( down the right hand edge |
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// numbered lines starting at position 0 |
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virtual void Con_NPrintf( int pos, PRINTF_FORMAT_STRING const char *fmt, ... ) = 0; |
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// SINGLE PLAYER/LISTEN SERVER ONLY(just matching the client .dll api for this) |
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// Similar to Con_NPrintf, but allows specifying custom text color and duration information |
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virtual void Con_NXPrintf( const struct con_nprint_s *info, PRINTF_FORMAT_STRING const char *fmt, ... ) = 0; |
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// Change a specified player's "view entity" (i.e., use the view entity position/orientation for rendering the client view) |
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virtual void SetView( const edict_t *pClient, const edict_t *pViewent ) = 0; |
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// Get a high precision timer for doing profiling work |
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virtual float Time( void ) = 0; |
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// Set the player's crosshair angle |
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virtual void CrosshairAngle( const edict_t *pClient, float pitch, float yaw ) = 0; |
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// Get the current game directory (hl2, tf2, hl1, cstrike, etc.) |
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virtual void GetGameDir( char *szGetGameDir, int maxlength ) = 0; |
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// Used by AI node graph code to determine if .bsp and .ain files are out of date |
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virtual int CompareFileTime( const char *filename1, const char *filename2, int *iCompare ) = 0; |
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// Locks/unlocks the network string tables (.e.g, when adding bots to server, this needs to happen). |
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// Be sure to reset the lock after executing your code!!! |
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virtual bool LockNetworkStringTables( bool lock ) = 0; |
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// Create a bot with the given name. Returns NULL if fake client can't be created |
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virtual edict_t *CreateFakeClient( const char *netname ) = 0; |
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// Get a convar keyvalue for s specified client |
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virtual const char *GetClientConVarValue( int clientIndex, const char *name ) = 0; |
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// Parse a token from a file |
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virtual const char *ParseFile( const char *data, char *token, int maxlen ) = 0; |
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// Copies a file |
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virtual bool CopyFile( const char *source, const char *destination ) = 0; |
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// Reset the pvs, pvssize is the size in bytes of the buffer pointed to by pvs. |
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// This should be called right before any calls to AddOriginToPVS |
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virtual void ResetPVS( byte *pvs, int pvssize ) = 0; |
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// Merge the pvs bits into the current accumulated pvs based on the specified origin ( not that each pvs origin has an 8 world unit fudge factor ) |
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virtual void AddOriginToPVS( const Vector &origin ) = 0; |
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// Mark a specified area portal as open/closed. |
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// Use SetAreaPortalStates if you want to set a bunch of them at a time. |
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virtual void SetAreaPortalState( int portalNumber, int isOpen ) = 0; |
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// Queue a temp entity for transmission |
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virtual void PlaybackTempEntity( IRecipientFilter& filter, float delay, const void *pSender, const SendTable *pST, int classID ) = 0; |
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// Given a node number and the specified PVS, return with the node is in the PVS |
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virtual int CheckHeadnodeVisible( int nodenum, const byte *pvs, int vissize ) = 0; |
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// Using area bits, cheeck whether area1 flows into area2 and vice versa (depends on area portal state) |
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virtual int CheckAreasConnected( int area1, int area2 ) = 0; |
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// Given an origin, determine which area index the origin is within |
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virtual int GetArea( const Vector &origin ) = 0; |
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// Get area portal bit set |
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virtual void GetAreaBits( int area, unsigned char *bits, int buflen ) = 0; |
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// Given a view origin (which tells us the area to start looking in) and a portal key, |
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// fill in the plane that leads out of this area (it points into whatever area it leads to). |
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virtual bool GetAreaPortalPlane( Vector const &vViewOrigin, int portalKey, VPlane *pPlane ) = 0; |
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// Save/restore wrapper - FIXME: At some point we should move this to it's own interface |
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virtual bool LoadGameState( char const *pMapName, bool createPlayers ) = 0; |
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virtual void LoadAdjacentEnts( const char *pOldLevel, const char *pLandmarkName ) = 0; |
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virtual void ClearSaveDir() = 0; |
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// Get the pristine map entity lump string. (e.g., used by CS to reload the map entities when restarting a round.) |
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virtual const char* GetMapEntitiesString() = 0; |
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// Text message system -- lookup the text message of the specified name |
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virtual client_textmessage_t *TextMessageGet( const char *pName ) = 0; |
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// Print a message to the server log file |
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virtual void LogPrint( const char *msg ) = 0; |
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// Builds PVS information for an entity |
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virtual void BuildEntityClusterList( edict_t *pEdict, PVSInfo_t *pPVSInfo ) = 0; |
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// A solid entity moved, update spatial partition |
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virtual void SolidMoved( edict_t *pSolidEnt, ICollideable *pSolidCollide, const Vector* pPrevAbsOrigin, bool testSurroundingBoundsOnly ) = 0; |
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// A trigger entity moved, update spatial partition |
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virtual void TriggerMoved( edict_t *pTriggerEnt, bool testSurroundingBoundsOnly ) = 0; |
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// Create/destroy a custom spatial partition |
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virtual ISpatialPartition *CreateSpatialPartition( const Vector& worldmin, const Vector& worldmax ) = 0; |
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virtual void DestroySpatialPartition( ISpatialPartition * ) = 0; |
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// Draw the brush geometry in the map into the scratch pad. |
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// Flags is currently unused. |
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virtual void DrawMapToScratchPad( IScratchPad3D *pPad, unsigned long iFlags ) = 0; |
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// This returns which entities, to the best of the server's knowledge, the client currently knows about. |
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// This is really which entities were in the snapshot that this client last acked. |
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// This returns a bit vector with one bit for each entity. |
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// |
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// USE WITH CARE. Whatever tick the client is really currently on is subject to timing and |
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// ordering differences, so you should account for about a quarter-second discrepancy in here. |
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// Also, this will return NULL if the client doesn't exist or if this client hasn't acked any frames yet. |
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// |
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// iClientIndex is the CLIENT index, so if you use pPlayer->entindex(), subtract 1. |
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virtual const CBitVec<MAX_EDICTS>* GetEntityTransmitBitsForClient( int iClientIndex ) = 0; |
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// Is the game paused? |
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virtual bool IsPaused() = 0; |
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// Marks the filename for consistency checking. This should be called after precaching the file. |
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virtual void ForceExactFile( const char *s ) = 0; |
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virtual void ForceModelBounds( const char *s, const Vector &mins, const Vector &maxs ) = 0; |
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virtual void ClearSaveDirAfterClientLoad() = 0; |
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// Sets a USERINFO client ConVar for a fakeclient |
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virtual void SetFakeClientConVarValue( edict_t *pEntity, const char *cvar, const char *value ) = 0; |
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// Marks the material (vmt file) for consistency checking. If the client and server have different |
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// contents for the file, the client's vmt can only use the VertexLitGeneric shader, and can only |
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// contain $baseTexture and $bumpmap vars. |
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virtual void ForceSimpleMaterial( const char *s ) = 0; |
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// Is the engine in Commentary mode? |
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virtual int IsInCommentaryMode( void ) = 0; |
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// Mark some area portals as open/closed. It's more efficient to use this |
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// than a bunch of individual SetAreaPortalState calls. |
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virtual void SetAreaPortalStates( const int *portalNumbers, const int *isOpen, int nPortals ) = 0; |
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// Called when relevant edict state flags change. |
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virtual void NotifyEdictFlagsChange( int iEdict ) = 0; |
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// Only valid during CheckTransmit. Also, only the PVS, networked areas, and |
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// m_pTransmitInfo are valid in the returned strucutre. |
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virtual const CCheckTransmitInfo* GetPrevCheckTransmitInfo( edict_t *pPlayerEdict ) = 0; |
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virtual CSharedEdictChangeInfo* GetSharedEdictChangeInfo() = 0; |
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// Tells the engine we can immdiately re-use all edict indices |
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// even though we may not have waited enough time |
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virtual void AllowImmediateEdictReuse( ) = 0; |
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// Returns true if the engine is an internal build. i.e. is using the internal bugreporter. |
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virtual bool IsInternalBuild( void ) = 0; |
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virtual IChangeInfoAccessor *GetChangeAccessor( const edict_t *pEdict ) = 0; |
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// Name of most recently load .sav file |
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virtual char const *GetMostRecentlyLoadedFileName() = 0; |
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virtual char const *GetSaveFileName() = 0; |
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// Matchmaking |
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virtual void MultiplayerEndGame() = 0; |
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virtual void ChangeTeam( const char *pTeamName ) = 0; |
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// Cleans up the cluster list |
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virtual void CleanUpEntityClusterList( PVSInfo_t *pPVSInfo ) = 0; |
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virtual void SetAchievementMgr( IAchievementMgr *pAchievementMgr ) =0; |
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virtual IAchievementMgr *GetAchievementMgr() = 0; |
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virtual int GetAppID() = 0; |
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virtual bool IsLowViolence() = 0; |
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// Call this to find out the value of a cvar on the client. |
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// |
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// It is an asynchronous query, and it will call IServerGameDLL::OnQueryCvarValueFinished when |
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// the value comes in from the client. |
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// |
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// Store the return value if you want to match this specific query to the OnQueryCvarValueFinished call. |
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// Returns InvalidQueryCvarCookie if the entity is invalid. |
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virtual QueryCvarCookie_t StartQueryCvarValue( edict_t *pPlayerEntity, const char *pName ) = 0; |
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virtual void InsertServerCommand( const char *str ) = 0; |
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// Fill in the player info structure for the specified player index (name, model, etc.) |
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virtual bool GetPlayerInfo( int ent_num, player_info_t *pinfo ) = 0; |
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// Returns true if this client has been fully authenticated by Steam |
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virtual bool IsClientFullyAuthenticated( edict_t *pEdict ) = 0; |
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// This makes the host run 1 tick per frame instead of checking the system timer to see how many ticks to run in a certain frame. |
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// i.e. it does the same thing timedemo does. |
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virtual void SetDedicatedServerBenchmarkMode( bool bBenchmarkMode ) = 0; |
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// Methods to set/get a gamestats data container so client & server running in same process can send combined data |
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virtual void SetGamestatsData( CGamestatsData *pGamestatsData ) = 0; |
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virtual CGamestatsData *GetGamestatsData() = 0; |
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// Returns the SteamID of the specified player. It'll be NULL if the player hasn't authenticated yet. |
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virtual const CSteamID *GetClientSteamID( edict_t *pPlayerEdict ) = 0; |
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// Returns the SteamID of the game server |
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virtual const CSteamID *GetGameServerSteamID() = 0; |
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// Send a client command keyvalues |
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// keyvalues are deleted inside the function |
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virtual void ClientCommandKeyValues( edict_t *pEdict, KeyValues *pCommand ) = 0; |
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// Returns the SteamID of the specified player. It'll be NULL if the player hasn't authenticated yet. |
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virtual const CSteamID *GetClientSteamIDByPlayerIndex( int entnum ) = 0; |
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// Gets a list of all clusters' bounds. Returns total number of clusters. |
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virtual int GetClusterCount() = 0; |
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virtual int GetAllClusterBounds( bbox_t *pBBoxList, int maxBBox ) = 0; |
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// Create a bot with the given name. Returns NULL if fake client can't be created |
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virtual edict_t *CreateFakeClientEx( const char *netname, bool bReportFakeClient = true ) = 0; |
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// Server version from the steam.inf, this will be compared to the GC version |
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virtual int GetServerVersion() const = 0; |
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// Get sv.GetTime() |
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virtual float GetServerTime() const = 0; |
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// Exposed for server plugin authors |
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virtual IServer *GetIServer() = 0; |
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virtual bool IsPlayerNameLocked( const edict_t *pEdict ) = 0; |
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virtual bool CanPlayerChangeName( const edict_t *pEdict ) = 0; |
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// Find the canonical name of a map, given a partial or non-canonical map name. |
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// Except in the case of an exact match, pMapName is updated to the canonical name of the match. |
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// NOTE That this is subject to the same limitation as ServerGameDLL::CanProvideLevel -- This is non-blocking, so it |
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// is possible that blocking ServerGameDLL::PrepareLevelResources call may be able to pull a better match than |
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// is immediately available to this call (e.g. blocking lookups of cloud maps) |
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enum eFindMapResult { |
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// A direct match for this name was found |
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eFindMap_Found, |
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// No match for this map name could be found. |
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eFindMap_NotFound, |
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// A fuzzy match for this mapname was found and pMapName was updated to the full name. |
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// Ex: cp_dust -> cp_dustbowl |
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eFindMap_FuzzyMatch, |
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// A match for this map name was found, and the map name was updated to the canonical version of the |
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// name. |
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// Ex: workshop/1234 -> workshop/cp_qualified_name.ugc1234 |
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eFindMap_NonCanonical, |
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// No currently available match for this map name could be found, but it may be possible to load ( see caveat |
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// about PrepareLevelResources above ) |
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eFindMap_PossiblyAvailable |
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}; |
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virtual eFindMapResult FindMap( /* in/out */ char *pMapName, int nMapNameMax ) = 0; |
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virtual void SetPausedForced( bool bPaused, float flDuration = -1.f ) = 0; |
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}; |
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// These only differ in new items added to the end |
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typedef IVEngineServer IVEngineServer021; |
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typedef IVEngineServer IVEngineServer022; |
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#define INTERFACEVERSION_SERVERGAMEDLL_VERSION_8 "ServerGameDLL008" |
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#define INTERFACEVERSION_SERVERGAMEDLL_VERSION_9 "ServerGameDLL009" |
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#define INTERFACEVERSION_SERVERGAMEDLL "ServerGameDLL010" |
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#define INTERFACEVERSION_SERVERGAMEDLL_INT 10 |
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class IServerGCLobby; |
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//----------------------------------------------------------------------------- |
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// Purpose: These are the interfaces that the game .dll exposes to the engine |
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//----------------------------------------------------------------------------- |
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abstract_class IServerGameDLL |
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{ |
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public: |
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// Initialize the game (one-time call when the DLL is first loaded ) |
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// Return false if there is an error during startup. |
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virtual bool DLLInit( CreateInterfaceFn engineFactory, |
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CreateInterfaceFn physicsFactory, |
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CreateInterfaceFn fileSystemFactory, |
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CGlobalVars *pGlobals) = 0; |
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// Setup replay interfaces on the server |
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virtual bool ReplayInit( CreateInterfaceFn fnReplayFactory ) = 0; |
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// This is called when a new game is started. (restart, map) |
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virtual bool GameInit( void ) = 0; |
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// Called any time a new level is started (after GameInit() also on level transitions within a game) |
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virtual bool LevelInit( char const *pMapName, |
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char const *pMapEntities, char const *pOldLevel, |
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char const *pLandmarkName, bool loadGame, bool background ) = 0; |
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// The server is about to activate |
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virtual void ServerActivate( edict_t *pEdictList, int edictCount, int clientMax ) = 0; |
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// The server should run physics/think on all edicts |
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virtual void GameFrame( bool simulating ) = 0; |
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// Called once per simulation frame on the final tick |
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virtual void PreClientUpdate( bool simulating ) = 0; |
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// Called when a level is shutdown (including changing levels) |
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virtual void LevelShutdown( void ) = 0; |
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// This is called when a game ends (server disconnect, death, restart, load) |
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// NOT on level transitions within a game |
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virtual void GameShutdown( void ) = 0; |
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// Called once during DLL shutdown |
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virtual void DLLShutdown( void ) = 0; |
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// Get the simulation interval (must be compiled with identical values into both client and game .dll for MOD!!!) |
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// Right now this is only requested at server startup time so it can't be changed on the fly, etc. |
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virtual float GetTickInterval( void ) const = 0; |
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// Give the list of datatable classes to the engine. The engine matches class names from here with |
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// edict_t::classname to figure out how to encode a class's data for networking |
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virtual ServerClass* GetAllServerClasses( void ) = 0; |
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// Returns string describing current .dll. e.g., TeamFortress 2, Half-Life 2. |
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// Hey, it's more descriptive than just the name of the game directory |
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virtual const char *GetGameDescription( void ) = 0; |
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// Let the game .dll allocate it's own network/shared string tables |
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virtual void CreateNetworkStringTables( void ) = 0; |
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// Save/restore system hooks |
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virtual CSaveRestoreData *SaveInit( int size ) = 0; |
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virtual void SaveWriteFields( CSaveRestoreData *, const char *, void *, datamap_t *, typedescription_t *, int ) = 0; |
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virtual void SaveReadFields( CSaveRestoreData *, const char *, void *, datamap_t *, typedescription_t *, int ) = 0; |
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virtual void SaveGlobalState( CSaveRestoreData * ) = 0; |
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virtual void RestoreGlobalState( CSaveRestoreData * ) = 0; |
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virtual void PreSave( CSaveRestoreData * ) = 0; |
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virtual void Save( CSaveRestoreData * ) = 0; |
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virtual void GetSaveComment( char *comment, int maxlength, float flMinutes, float flSeconds, bool bNoTime = false ) = 0; |
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virtual void WriteSaveHeaders( CSaveRestoreData * ) = 0; |
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virtual void ReadRestoreHeaders( CSaveRestoreData * ) = 0; |
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virtual void Restore( CSaveRestoreData *, bool ) = 0; |
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virtual bool IsRestoring() = 0; |
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// Returns the number of entities moved across the transition |
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virtual int CreateEntityTransitionList( CSaveRestoreData *, int ) = 0; |
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// Build the list of maps adjacent to the current map |
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virtual void BuildAdjacentMapList( void ) = 0; |
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// Retrieve info needed for parsing the specified user message |
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virtual bool GetUserMessageInfo( int msg_type, char *name, int maxnamelength, int& size ) = 0; |
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// Hand over the StandardSendProxies in the game DLL's module. |
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virtual CStandardSendProxies* GetStandardSendProxies() = 0; |
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// Called once during startup, after the game .dll has been loaded and after the client .dll has also been loaded |
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virtual void PostInit() = 0; |
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// Called once per frame even when no level is loaded... |
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virtual void Think( bool finalTick ) = 0; |
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#ifdef _XBOX |
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virtual void GetTitleName( const char *pMapName, char* pTitleBuff, int titleBuffSize ) = 0; |
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#endif |
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virtual void PreSaveGameLoaded( char const *pSaveName, bool bCurrentlyInGame ) = 0; |
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// Returns true if the game DLL wants the server not to be made public. |
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// Used by commentary system to hide multiplayer commentary servers from the master. |
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virtual bool ShouldHideServer( void ) = 0; |
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virtual void InvalidateMdlCache() = 0; |
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// * This function is new with version 6 of the interface. |
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// |
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// This is called when a query from IServerPluginHelpers::StartQueryCvarValue is finished. |
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// iCookie is the value returned by IServerPluginHelpers::StartQueryCvarValue. |
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// Added with version 2 of the interface. |
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virtual void OnQueryCvarValueFinished( QueryCvarCookie_t iCookie, edict_t *pPlayerEntity, EQueryCvarValueStatus eStatus, const char *pCvarName, const char *pCvarValue ) = 0; |
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// Called after the steam API has been activated post-level startup |
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virtual void GameServerSteamAPIActivated( void ) = 0; |
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// Called after the steam API has been shutdown post-level startup |
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virtual void GameServerSteamAPIShutdown( void ) = 0; |
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virtual void SetServerHibernation( bool bHibernating ) = 0; |
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// interface to the new GC based lobby system |
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virtual IServerGCLobby *GetServerGCLobby() = 0; |
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// Return override string to show in the server browser |
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// "map" column, or NULL to just use the default value |
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// (the map name) |
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virtual const char *GetServerBrowserMapOverride() = 0; |
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// Get gamedata string to send to the master serer updater. |
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virtual const char *GetServerBrowserGameData() = 0; |
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// Called to add output to the status command |
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virtual void Status( void (*print) (const char *fmt, ...) ) = 0; |
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// Informs the game we would like to load this level, giving it a chance to prepare dynamic resources. |
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// |
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// - pszMapName is the name of the map we're looking for, and may be overridden to e.g. the canonical name of the |
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// map. |
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// |
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// - pszMapFile is the file we intend to use for this map ( e.g. maps/<mapname>.bsp ), and may be overridden to the |
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// file representing this map name. ( e.g. /path/to/steamapps/workshop/cp_mymap.ugc12345.bsp ) |
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// |
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// This call is blocking, and may block for extended periods. See AsyncPrepareLevelResources below. |
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virtual void PrepareLevelResources( /* in/out */ char *pszMapName, size_t nMapNameSize, |
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/* in/out */ char *pszMapFile, size_t nMapFileSize ) = 0; |
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// Asynchronous version of PrepareLevelResources. Returns preparation status of map when called. |
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// If passed, flProgress is filled with the current progress percentage [ 0.f to 1.f ] for the InProgress |
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// result |
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enum ePrepareLevelResourcesResult |
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{ |
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// Good to go |
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ePrepareLevelResources_Prepared, |
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// Game DLL is async preparing (e.g. streaming resources). flProgress will be filled if passed. |
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ePrepareLevelResources_InProgress |
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}; |
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virtual ePrepareLevelResourcesResult AsyncPrepareLevelResources( /* in/out */ char *pszMapName, size_t nMapNameSize, |
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/* in/out */ char *pszMapFile, size_t nMapFileSize, |
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float *flProgress = NULL ) = 0; |
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// Ask the game DLL to evaluate what it would do with this map name were it passed to PrepareLevelResources. |
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// NOTE That this is this is syncronous and non-blocking, so it is possible that async PrepareLevelResources call |
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// may be able to pull a better match than is immediately available to this call (e.g. blocking lookups of |
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// cloud maps) |
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enum eCanProvideLevelResult { |
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// Have no knowledge of this level name, it will be up to the engine to provide. (e.g. as maps/levelname.bsp) |
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eCanProvideLevel_CannotProvide, |
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// Can provide resources for this level, and pMapName has been updated to the canonical name we would provide it |
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// under (as with PrepareLevelResources) |
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eCanProvideLevel_CanProvide, |
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// We recognize this level name as something we might be able to prepare, but without a blocking/async call to |
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// PrepareLevelResources, it is not possible to say whether it is available. |
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eCanProvideLevel_Possibly |
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}; |
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virtual eCanProvideLevelResult CanProvideLevel( /* in/out */ char *pMapName, int nMapNameMax ) = 0; |
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// Called to see if the game server is okay with a manual changelevel or map command |
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virtual bool IsManualMapChangeOkay( const char **pszReason ) = 0; |
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}; |
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typedef IServerGameDLL IServerGameDLL008; |
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//----------------------------------------------------------------------------- |
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// Just an interface version name for the random number interface |
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// See vstdlib/random.h for the interface definition |
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// NOTE: If you change this, also change VENGINE_CLIENT_RANDOM_INTERFACE_VERSION in cdll_int.h |
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//----------------------------------------------------------------------------- |
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#define VENGINE_SERVER_RANDOM_INTERFACE_VERSION "VEngineRandom001" |
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#define INTERFACEVERSION_SERVERGAMEENTS "ServerGameEnts001" |
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//----------------------------------------------------------------------------- |
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// Purpose: Interface to get at server entities |
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//----------------------------------------------------------------------------- |
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abstract_class IServerGameEnts |
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{ |
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public: |
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virtual ~IServerGameEnts() {} |
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// Only for debugging. Set the edict base so you can get an edict's index in the debugger while debugging the game .dll |
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virtual void SetDebugEdictBase(edict_t *base) = 0; |
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// The engine wants to mark two entities as touching |
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virtual void MarkEntitiesAsTouching( edict_t *e1, edict_t *e2 ) = 0; |
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// Frees the entity attached to this edict |
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virtual void FreeContainingEntity( edict_t * ) = 0; |
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// This allows the engine to get at edicts in a CGameTrace. |
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virtual edict_t* BaseEntityToEdict( CBaseEntity *pEnt ) = 0; |
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virtual CBaseEntity* EdictToBaseEntity( edict_t *pEdict ) = 0; |
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// This sets a bit in pInfo for each edict in the list that wants to be transmitted to the |
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// client specified in pInfo. |
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// |
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// This is also where an entity can force other entities to be transmitted if it refers to them |
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// with ehandles. |
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virtual void CheckTransmit( CCheckTransmitInfo *pInfo, const unsigned short *pEdictIndices, int nEdicts ) = 0; |
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}; |
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#define INTERFACEVERSION_SERVERGAMECLIENTS_VERSION_3 "ServerGameClients003" |
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#define INTERFACEVERSION_SERVERGAMECLIENTS "ServerGameClients004" |
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//----------------------------------------------------------------------------- |
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// Purpose: Player / Client related functions |
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//----------------------------------------------------------------------------- |
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abstract_class IServerGameClients |
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{ |
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public: |
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// Get server maxplayers and lower bound for same |
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virtual void GetPlayerLimits( int& minplayers, int& maxplayers, int &defaultMaxPlayers ) const = 0; |
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// Client is connecting to server ( return false to reject the connection ) |
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// You can specify a rejection message by writing it into reject |
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virtual bool ClientConnect( edict_t *pEntity, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen ) = 0; |
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// Client is going active |
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// If bLoadGame is true, don't spawn the player because its state is already setup. |
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virtual void ClientActive( edict_t *pEntity, bool bLoadGame ) = 0; |
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// Client is disconnecting from server |
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virtual void ClientDisconnect( edict_t *pEntity ) = 0; |
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// Client is connected and should be put in the game |
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virtual void ClientPutInServer( edict_t *pEntity, char const *playername ) = 0; |
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// The client has typed a command at the console |
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virtual void ClientCommand( edict_t *pEntity, const CCommand &args ) = 0; |
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// Sets the client index for the client who typed the command into his/her console |
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virtual void SetCommandClient( int index ) = 0; |
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// A player changed one/several replicated cvars (name etc) |
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virtual void ClientSettingsChanged( edict_t *pEdict ) = 0; |
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// Determine PVS origin and set PVS for the player/viewentity |
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virtual void ClientSetupVisibility( edict_t *pViewEntity, edict_t *pClient, unsigned char *pvs, int pvssize ) = 0; |
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// A block of CUserCmds has arrived from the user, decode them and buffer for execution during player simulation |
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virtual float ProcessUsercmds( edict_t *player, bf_read *buf, int numcmds, int totalcmds, |
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int dropped_packets, bool ignore, bool paused ) = 0; |
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// Let the game .dll do stuff after messages have been sent to all of the clients once the server frame is complete |
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virtual void PostClientMessagesSent_DEPRECIATED( void ) = 0; |
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// For players, looks up the CPlayerState structure corresponding to the player |
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virtual CPlayerState *GetPlayerState( edict_t *player ) = 0; |
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// Get the ear position for a specified client |
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virtual void ClientEarPosition( edict_t *pEntity, Vector *pEarOrigin ) = 0; |
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// returns number of delay ticks if player is in Replay mode (0 = no delay) |
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virtual int GetReplayDelay( edict_t *player, int& entity ) = 0; |
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// Anything this game .dll wants to add to the bug reporter text (e.g., the entity/model under the picker crosshair) |
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// can be added here |
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virtual void GetBugReportInfo( char *buf, int buflen ) = 0; |
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// A user has had their network id setup and validated |
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virtual void NetworkIDValidated( const char *pszUserName, const char *pszNetworkID ) = 0; |
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// The client has submitted a keyvalues command |
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virtual void ClientCommandKeyValues( edict_t *pEntity, KeyValues *pKeyValues ) = 0; |
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// Hook for player spawning |
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virtual void ClientSpawned( edict_t *pPlayer ) = 0; |
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}; |
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typedef IServerGameClients IServerGameClients003; |
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#define INTERFACEVERSION_UPLOADGAMESTATS "ServerUploadGameStats001" |
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abstract_class IUploadGameStats |
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{ |
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public: |
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// Note that this call will block the server until the upload is completed, so use only at levelshutdown if at all. |
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virtual bool UploadGameStats( |
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char const *mapname, // Game map name |
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unsigned int blobversion, // Version of the binary blob data |
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unsigned int blobsize, // Size in bytes of blob data |
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const void *pvBlobData ) = 0; // Pointer to the blob data. |
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// Call when created to init the CSER connection |
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virtual void InitConnection( void ) = 0; |
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// Call periodically to poll steam for a CSER connection |
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virtual void UpdateConnection( void ) = 0; |
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// If user has disabled stats tracking, do nothing |
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virtual bool IsGameStatsLoggingEnabled() = 0; |
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// Gets a non-personally identifiable unique ID for this steam user, used for tracking total gameplay time across |
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// multiple stats sessions, but isn't trackable back to their Steam account or id. |
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// Buffer should be 16 bytes, ID will come back as a hexadecimal string version of a GUID |
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virtual void GetPseudoUniqueId( char *buf, size_t bufsize ) = 0; |
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// For determining general % of users running using cyber cafe accounts... |
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virtual bool IsCyberCafeUser( void ) = 0; |
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// Only works in single player |
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virtual bool IsHDREnabled( void ) = 0; |
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}; |
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#define INTERFACEVERSION_PLUGINHELPERSCHECK "PluginHelpersCheck001" |
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//----------------------------------------------------------------------------- |
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// Purpose: allows the game dll to control which plugin functions can be run |
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//----------------------------------------------------------------------------- |
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abstract_class IPluginHelpersCheck |
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{ |
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public: |
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virtual bool CreateMessage( const char *plugin, edict_t *pEntity, DIALOG_TYPE type, KeyValues *data ) = 0; |
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}; |
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//----------------------------------------------------------------------------- |
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// Purpose: Interface exposed from the client .dll back to the engine for specifying shared .dll IAppSystems (e.g., ISoundEmitterSystem) |
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//----------------------------------------------------------------------------- |
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abstract_class IServerDLLSharedAppSystems |
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{ |
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public: |
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virtual int Count() = 0; |
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virtual char const *GetDllName( int idx ) = 0; |
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virtual char const *GetInterfaceName( int idx ) = 0; |
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}; |
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#define SERVER_DLL_SHARED_APPSYSTEMS "VServerDllSharedAppSystems001" |
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#define INTERFACEVERSION_SERVERGAMETAGS "ServerGameTags001" |
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//----------------------------------------------------------------------------- |
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// Purpose: querying the game dll for Server cvar tags |
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//----------------------------------------------------------------------------- |
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abstract_class IServerGameTags |
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{ |
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public: |
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// Get the list of cvars that require tags to show differently in the server browser |
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virtual void GetTaggedConVarList( KeyValues *pCvarTagList ) = 0; |
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}; |
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//----------------------------------------------------------------------------- |
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// Purpose: Provide hooks for the GC based lobby system |
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//----------------------------------------------------------------------------- |
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abstract_class IServerGCLobby |
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{ |
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public: |
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virtual bool HasLobby() const = 0; |
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virtual bool SteamIDAllowedToConnect( const CSteamID &steamId ) const = 0; |
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virtual void UpdateServerDetails(void) = 0; |
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virtual bool ShouldHibernate() = 0; |
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}; |
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#endif // EIFACE_H
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