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