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. ============//
//
// Defines entity interface between engine and DLLs.
// This header file included by engine files and DLL files.
//
// Before including this header, DLLs must:
// include edict.h
// This is conveniently done for them in extdll.h
//
// $NoKeywords: $
//
//=============================================================================
#ifndef EIFACEV21_H
#define EIFACEV21_H
#ifdef _WIN32
#pragma once
#endif
#include "convar.h"
#include "icvar.h"
#include "edict.h"
#include "iserverentity.h"
#include "engine/ivmodelinfo.h"
#include "soundflags.h"
#include "bitvec.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 bf_read;
class bf_write;
class IRecipientFilter;
class CBaseEntity;
class ITraceFilter;
struct client_textmessage_t;
class INetChannelInfo;
class ISpatialPartition;
class IScratchPad3D;
class CStandardSendProxiesV1;
// Terrain Modification Types
enum TerrainModType
{
TMod_Sphere = 0, // sphere that pushes all vertices out along their normal.
TMod_Suck,
TMod_AABB
};
class CTerrainModParams
{
public:
// Flags for m_Flags.
enum
{
TMOD_SUCKTONORMAL = ( 1 << 0 ), // For TMod_Suck, suck into m_Normal rather than on +Z.
TMOD_STAYABOVEORIGINAL = ( 1 << 1 ) // For TMod_Suck, don't go below the original vert on Z.
};
CTerrainModParams() { m_Flags = 0; } // people always forget to init this
Vector m_vCenter;
Vector m_vNormal; // If TMod_Suck and TMOD_SUCKTONORMAL is set.
int m_Flags; // Combination of TMOD_ flags.
float m_flRadius;
Vector m_vecMin; // Bounding box.
Vector m_vecMax;
float m_flStrength; // for TMod_Suck
float m_flMorphTime; // time over which the morph takes place
};
class CSpeculativeTerrainModVert
{
public:
Vector m_vOriginal; // vertex position before any mods
Vector m_vCurrent; // current vertex position
Vector m_vNew; // vertex position if the mod were applied
};
//-----------------------------------------------------------------------------
// Terrain modification interface
//-----------------------------------------------------------------------------
class ITerrainMod
{
public:
//---------------------------------------------------------------------
// Initialize the terrain modifier.
//---------------------------------------------------------------------
virtual void Init( const CTerrainModParams &params ) = 0;
//---------------------------------------------------------------------
// Apply the terrain modifier to the surface. The vertex should be
// moved from its original position to the target position.
// Return true if the position is modified.
//---------------------------------------------------------------------
virtual bool ApplyMod( Vector &vecTargetPos, Vector const &vecOriginalPos ) = 0;
//---------------------------------------------------------------------
// Apply the terrain modifier to the surface. The vertex should from
// its original position toward the target position bassed on the
// morph time.
// Return true if the posistion is modified.
//---------------------------------------------------------------------
virtual bool ApplyModAtMorphTime( Vector &vecTargetPos, const Vector&vecOriginalPos,
float flCurrentTime, float flMorphTime ) = 0;
//---------------------------------------------------------------------
// Get the bounding box for things that this mod can affect (note that
// it CAN move things outside of this bounding box).
//---------------------------------------------------------------------
virtual void GetBBox( Vector &vecBBMin, Vector &vecBBMax ) = 0;
};
//-----------------------------------------------------------------------------
// Purpose: Interface the engine exposes to the game DLL
//-----------------------------------------------------------------------------
#define VENGINESERVER_INTERFACEVERSION_21 "VEngineServer021"
namespace VEngineServerV21
{
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;
// For ConCommand parsing or parsing client commands issued by players typing at their console
// Retrieves the raw command string (untokenized)
virtual const char *Cmd_Args( void ) = 0;
// Returns the number of tokens in the command string
virtual int Cmd_Argc( void ) = 0;
// Retrieves a specified token
virtual char *Cmd_Argv( int argc ) = 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/closes
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;
// Apply a modification to the terrain.
virtual void ApplyTerrainMod( TerrainModType type, CTerrainModParams const &params ) = 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 ) = 0;
// A trigger entity moved, update spatial partition
virtual void TriggerMoved( edict_t *pTriggerEnt ) = 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;
virtual void InsertServerCommand( const char *str ) = 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;
};
} // end namespace
//-----------------------------------------------------------------------------
// Purpose: These are the interfaces that the game .dll exposes to the engine
//-----------------------------------------------------------------------------
#define SERVERGAMEDLL_INTERFACEVERSION_3 "ServerGameDLL003"
namespace ServerGameDLLV3
{
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;
// 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 ) = 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 CStandardSendProxiesV1* GetStandardSendProxies() = 0;
};
} // end namespace
//-----------------------------------------------------------------------------
// 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_1 "VEngineRandom001"
//-----------------------------------------------------------------------------
// Purpose: Interface to get at server entities
//-----------------------------------------------------------------------------
#define SERVERGAMEENTS_INTERFACEVERSION_1 "ServerGameEnts001"
namespace ServerGameEntsV1
{
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;
};
} // end namespace ServerGameEntsV1
//-----------------------------------------------------------------------------
// Purpose: Player / Client related functions
//-----------------------------------------------------------------------------
#define SERVERGAMECLIENTS_INTERFACEVERSION_3 "ServerGameClients003"
namespace ServerGameClientsV3
{
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 ) = 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 ) = 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;
};
} // end namespace ServerGameClientsV3
#define UPLOADGAMESTATS_INTERFACEVERSION_1 "ServerUploadGameStats001"
namespace UploadGameStatsV1
{
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.
};
} // end namespace UploadGameStatsV1
#endif // EIFACEV21_H