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:
//
//=============================================================================//
#ifndef ISERVER_H
#define ISERVER_H
#ifdef _WIN32
#pragma once
#endif
#include <inetmsghandler.h>
#include <bitvec.h>
#include <const.h>
class INetMessage;
class IRecipientFilter;
class IClient;
typedef struct player_info_s player_info_t;
abstract_class IServer : public IConnectionlessPacketHandler
{
public:
virtual ~IServer() {}
virtual int GetNumClients( void ) const = 0; // returns current number of clients
virtual int GetNumProxies( void ) const = 0; // returns number of attached HLTV proxies
virtual int GetNumFakeClients() const = 0; // returns number of fake clients/bots
virtual int GetMaxClients( void ) const = 0; // returns current client limit
virtual IClient *GetClient( int index ) = 0; // returns interface to client
virtual int GetClientCount() const = 0; // returns number of clients slots (used & unused)
virtual int GetUDPPort( void ) const = 0; // returns current used UDP port
virtual float GetTime( void ) const = 0; // returns game world time
virtual int GetTick( void ) const = 0; // returns game world tick
virtual float GetTickInterval( void ) const = 0; // tick interval in seconds
virtual const char *GetName( void ) const = 0; // public server name
virtual const char *GetMapName( void ) const = 0; // current map name (BSP)
virtual int GetSpawnCount( void ) const = 0;
virtual int GetNumClasses( void ) const = 0;
virtual int GetClassBits( void ) const = 0;
virtual void GetNetStats( float &avgIn, float &avgOut ) = 0; // total net in/out in bytes/sec
virtual int GetNumPlayers() = 0;
virtual bool GetPlayerInfo( int nClientIndex, player_info_t *pinfo ) = 0;
virtual bool IsActive( void ) const = 0;
virtual bool IsLoading( void ) const = 0;
virtual bool IsDedicated( void ) const = 0;
virtual bool IsPaused( void ) const = 0;
virtual bool IsMultiplayer( void ) const = 0;
virtual bool IsPausable() const = 0;
virtual bool IsHLTV() const = 0;
virtual bool IsReplay() const = 0;
virtual const char * GetPassword() const = 0; // returns the password or NULL if none set
virtual void SetPaused(bool paused) = 0;
virtual void SetPassword(const char *password) = 0; // set password (NULL to disable)
virtual void BroadcastMessage( INetMessage &msg, bool onlyActive = false, bool reliable = false) = 0;
virtual void BroadcastMessage( INetMessage &msg, IRecipientFilter &filter ) = 0;
virtual void DisconnectClient( IClient *client, const char *reason ) = 0;
};
#endif // ISERVER_H