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:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#if !defined( HOST_H )
#define HOST_H
#ifdef _WIN32
#pragma once
#endif
#include "convar.h"
#include "steam/steamclientpublic.h"
#define SCRIPT_DIR "scripts/"
struct model_t;
struct AudioState_t;
class CCommonHostState
{
public:
model_t *worldmodel; // cl_entitites[0].model
struct worldbrushdata_t *worldbrush;
float interval_per_tick; // Tick interval for game
void SetWorldModel( model_t *pModel );
};
extern CCommonHostState host_state;
//=============================================================================
// the host system specifies the base of the directory tree, the mod + base mod
// and the amount of memory available for the program to use
struct engineparms_t
{
char *basedir; // Executable directory ("c:/program files/half-life 2", for example)
char *mod; // Mod name ("cstrike", for example)
char *game; // Root game name ("hl2", for example, in the case of cstrike)
unsigned int memsize;
};
extern engineparms_t host_parms;
//-----------------------------------------------------------------------------
// Human readable methods to get at engineparms info
//-----------------------------------------------------------------------------
inline const char *GetCurrentMod()
{
return host_parms.mod;
}
inline const char *GetCurrentGame()
{
return host_parms.game;
}
inline const char *GetBaseDirectory()
{
return host_parms.basedir;
}
//=============================================================================
//
// host
// FIXME, move all this crap somewhere else
//
extern ConVar developer;
extern bool host_initialized; // true if into command execution
extern float host_frametime;
extern float host_frametime_unbounded;
extern float host_frametime_stddeviation;
extern int host_framecount; // incremented every frame, never reset
extern double realtime; // not bounded in any way, changed at
// start of every frame, never reset
void Host_Error (PRINTF_FORMAT_STRING const char *error, ...) FMTFUNCTION( 1, 2 );
void Host_EndGame (bool bShowMainMenu, PRINTF_FORMAT_STRING const char *message, ...) FMTFUNCTION( 2, 3 );
// user message
#define MAX_USER_MSG_DATA 255
// build info
// day counter from Sep 30 2003
extern int build_number( void );
// Choke local client's/server's packets?
extern ConVar host_limitlocal;
// Print a debug message when the client or server cache is missed
extern ConVar host_showcachemiss;
extern bool g_bInEditMode;
extern bool g_bInCommentaryMode;
extern bool g_bAllowSecureServers;
extern bool g_bLowViolence;
// Returns true if host is not single stepping/pausing through code/
// FIXME: Remove from final, retail version of code.
bool Host_ShouldRun( void );
void Host_FreeToLowMark( bool server );
void Host_FreeStateAndWorld( bool server );
void Host_Disconnect( bool bShowMainMenu, const char *pszReason = "" );
void Host_RunFrame( float time );
void Host_DumpMemoryStats( void );
void Host_UpdateMapList( void );
float Host_GetSoundDuration( const char *pSample );
bool Host_IsSinglePlayerGame( void );
int Host_GetServerCount( void );
bool Host_AllowQueuedMaterialSystem( bool bAllow );
bool Host_IsSecureServerAllowed();
void FORCEINLINE Host_DisallowSecureServers()
{
#if !defined(SWDS)
g_bAllowSecureServers = false;
#endif
}
bool Host_AllowLoadModule( const char *pFilename, const char *pPathID, bool bAllowUnknown, bool bIsServerOnly = false );
// Force the voice stuff to send a packet out.
// bFinal is true when the user is done talking.
void CL_SendVoicePacket(bool bFinal);
// Accumulated filtered time on machine ( i.e., host_framerate can alter host_time )
extern float host_time;
class NET_SetConVar;
void Host_BuildConVarUpdateMessage( NET_SetConVar *cvarMsg, int flags, bool nonDefault );
char const *Host_CleanupConVarStringValue( char const *invalue );
void Host_SetAudioState( const AudioState_t &audioState );
void Host_DefaultMapFileName( const char *pFullMapName, /* out */ char *pDiskName, unsigned int nDiskNameSize );
bool CheckVarRange_Generic( ConVar *pVar, int minVal, int maxVal );
// Total ticks run
extern int host_tickcount;
// Number of ticks being run this frame
extern int host_frameticks;
// Which tick are we currently on for this frame
extern int host_currentframetick;
// PERFORMANCE INFO
#define MIN_FPS 0.1 // Host minimum fps value for maxfps.
#define MAX_FPS 1000.0 // Upper limit for maxfps.
#define MAX_FRAMETIME 0.1
#define MIN_FRAMETIME 0.001
#define TIME_TO_TICKS( dt ) ( (int)( 0.5f + (float)(dt) / host_state.interval_per_tick ) )
#define TICKS_TO_TIME( dt ) ( host_state.interval_per_tick * (float)(dt) )
// Normally, this is off, and it keeps the VCR file size smaller, but it can help
// to turn it on when tracking down out-of-sync errors, because it verifies that more
// things are the same during playback.
extern ConVar vcr_verbose;
// Set by the game DLL to tell us to do the same timing tricks as timedemo.
extern bool g_bDedicatedServerBenchmarkMode;
extern uint GetSteamAppID();
extern EUniverse GetSteamUniverse();
#define STEAMREMOTESTORAGE_CLOUD_OFF 0
#define STEAMREMOTESTORAGE_CLOUD_ON 1
#endif // HOST_H