365 lines
14 KiB
C++
365 lines
14 KiB
C++
#pragma once
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#include "../sdk.h"
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#include "IAppSystem.h"
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#include "../tier1/bufferstring.h"
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#include "../convar/convar.hpp"
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#include "../protobuf-2.6.1/src/google/protobuf/message.h"
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struct vis_info_t;
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class IHLTVServer;
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class IHLTVDirector;
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class CSteamID;
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class CCommand;
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class CEntityLump;
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class CResourceManifestPrerequisite;
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class INetChannelInfo;
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class Vector;
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class CPlayerBitVec;
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class edict_t;
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class CGamestatsData;
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class KeyValues;
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class CGlobalVars;
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class CSharedEdictChangeInfo;
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class IAchievementMgr;
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class CCommandContext;
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typedef uint32_t SpawnGroupHandle_t;
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typedef uint32_t SwapChainHandle_t;
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struct CEntityIndex
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{
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CEntityIndex(int index)
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{
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_index = index;
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}
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int Get() const
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{
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return _index;
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}
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int _index;
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bool operator==(const CEntityIndex& other) const { return other._index == _index; }
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bool operator!=(const CEntityIndex& other) const { return other._index != _index; }
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};
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class CPlayerUserId
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{
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public:
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CPlayerUserId(int index)
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{
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_index = index;
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}
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int Get() const
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{
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return _index;
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}
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bool operator==(const CPlayerUserId& other) const { return other._index == _index; }
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bool operator!=(const CPlayerUserId& other) const { return other._index != _index; }
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private:
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short _index;
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};
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class ISource2Engine : public IAppSystem
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{
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public:
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// Is the game paused?
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virtual bool IsPaused() = 0;
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// What is the game timescale multiplied with the host_timescale?
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virtual float GetTimescale(void) const = 0;
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virtual void* FindOrCreateWorldSession(const char* pszWorldName, CResourceManifestPrerequisite*) = 0;
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virtual CEntityLump* GetEntityLumpForTemplate(const char*, bool, const char*, const char*) = 0;
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virtual uint32_t GetStatsAppID() const = 0;
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virtual void* UnknownFunc1(const char* pszFilename, void* pUnknown1, void* pUnknown2, void* pUnknown3) = 0;
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virtual void UnknownFunc2() = 0;
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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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class IVEngineServer2 : public ISource2Engine
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{
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public:
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virtual EUniverse GetSteamUniverse() const = 0;
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virtual void unk001() = 0;
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virtual void unk002() = 0;
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virtual void unk003() = 0;
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virtual void unk004() = 0;
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virtual void unk005() = 0;
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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 this an HLTV relay?
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virtual bool IsHLTVRelay(void) = 0;
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// Is server only accepting local connections?
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virtual bool IsServerLocalOnly(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 PrecacheDecal(const char* name, bool preload = false) = 0;
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virtual bool IsDecalPrecached(const char* s) const = 0;
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virtual int GetPrecachedDecalIndex(const char* s) const = 0;
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virtual void UnknownFunc3() = 0;
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virtual void UnknownFunc4() = 0;
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virtual int PrecacheGeneric(const char* s, bool preload = false) = 0;
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virtual bool IsGenericPrecached(char const* s) const = 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 CPlayerUserId GetPlayerUserId(CPlayerSlot clientSlot) = 0;
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virtual const char* GetPlayerNetworkIDString(CPlayerSlot clientSlot) = 0;
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// Get stats info interface for a client netchannel
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virtual INetChannelInfo* GetPlayerNetInfo(CPlayerSlot nSlot) = 0;
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virtual bool IsUserIDInUse(int userID) = 0; // TERROR: used for transitioning
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virtual int GetLoadingProgressForUserID(int userID) = 0; // TERROR: used for transitioning
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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, CPlayerBitVec& playerbits) = 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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// Issue the specified command to the specified client (mimics that client typing the command at the console).
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virtual void ClientCommand(CPlayerSlot nSlot, const char* szFmt, ...) FMTFUNCTION(3, 4) = 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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// Print szMsg to the client console.
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virtual void ClientPrintf(CPlayerSlot nSlot, const char* szMsg) = 0;
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virtual bool IsLowViolence() = 0;
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virtual bool SetHLTVChatBan(int tvslot, bool bBanned) = 0;
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virtual bool IsAnyClientLowViolence() = 0;
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// Get the current game directory (hl2, tf2, hl1, cstrike, etc.)
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virtual void GetGameDir(CBufferString& gameDir) = 0;
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// Create a bot with the given name. Player index is -1 if fake client can't be created
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virtual CPlayerSlot 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(CPlayerSlot clientIndex, const char* name) = 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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virtual bool IsLogEnabled() = 0;
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virtual bool IsSplitScreenPlayer(CPlayerSlot player) = 0;
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virtual edict_t* GetSplitScreenPlayerAttachToEdict(CPlayerSlot player) = 0;
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virtual int GetNumSplitScreenUsersAttachedToEdict(CPlayerSlot player) = 0;
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virtual edict_t* GetSplitScreenPlayerForEdict(CPlayerSlot player, int nSlot) = 0;
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// Ret types might be all wrong for these. Haven't researched yet.
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virtual void UnloadSpawnGroup(SpawnGroupHandle_t spawnGroup, /*ESpawnGroupUnloadOption*/ int) = 0;
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virtual void SetSpawnGroupDescription(SpawnGroupHandle_t spawnGroup, const char* pszDescription) = 0;
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virtual bool IsSpawnGroupLoaded(SpawnGroupHandle_t spawnGroup) const = 0;
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virtual bool IsSpawnGroupLoading(SpawnGroupHandle_t spawnGroup) const = 0;
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virtual void MakeSpawnGroupActive(SpawnGroupHandle_t spawnGroup) = 0;
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virtual void SynchronouslySpawnGroup(SpawnGroupHandle_t spawnGroup) = 0;
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virtual void SynchronizeAndBlockUntilLoaded(SpawnGroupHandle_t spawnGroup) = 0;
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virtual void SetTimescale(float flTimescale) = 0;
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virtual uint32_t GetAppID() = 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(CPlayerSlot clientIndex) = 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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// Send a client command keyvalues
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// keyvalues are deleted inside the function
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virtual void ClientCommandKeyValues(CPlayerSlot client, KeyValues* pCommand) = 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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// Returns true if this client has been fully authenticated by Steam
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virtual bool IsClientFullyAuthenticated(CPlayerSlot slot) = 0;
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virtual CGlobalVars* GetServerGlobals() = 0;
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// Sets a USERINFO client ConVar for a fakeclient
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virtual void SetFakeClientConVarValue(CPlayerSlot clientIndex, const char* cvar, const char* value) = 0;
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virtual CSharedEdictChangeInfo* GetSharedEdictChangeInfo() = 0;
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virtual void SetAchievementMgr(IAchievementMgr* pAchievementMgr) = 0;
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virtual IAchievementMgr* GetAchievementMgr() = 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(CPlayerSlot clientIndex, google::protobuf::Message& info) = 0;
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// Returns the XUID of the specified player. It'll be NULL if the player hasn't connected yet.
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virtual uint64_t GetClientXUID(CPlayerSlot clientIndex) = 0;
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virtual void* GetPVSForSpawnGroup(SpawnGroupHandle_t spawnGroup) = 0;
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virtual SpawnGroupHandle_t FindSpawnGroupByName(const char* szName) = 0;
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// Returns the SteamID of the game server
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virtual CSteamID GetGameServerSteamID() = 0;
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virtual int GetBuildVersion(void) const = 0;
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virtual bool IsClientLowViolence(CEntityIndex clientIndex) = 0;
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#if 0 // Don't really match the binary
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virtual void DisconnectClient(CEntityIndex clientIndex, /* ENetworkDisconnectionReason */ int reason) = 0;
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virtual void GetAllSpawnGroupsWithPVS(CUtlVector<SpawnGroupHandle_t>* spawnGroups, CUtlVector<IPVS*>* pOut) = 0;
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virtual void P2PGroupChanged() = 0;
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#endif
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virtual void unk006() = 0;
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virtual void unk007() = 0;
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virtual void unk008() = 0;
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virtual void unk009() = 0;
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virtual void unk010() = 0;
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virtual void unk011() = 0;
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virtual void unk012() = 0;
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virtual void unk013() = 0;
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virtual void OnKickClient(const CCommandContext& context, const CCommand& cmd) = 0;
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// Kicks the slot with the specified NetworkDisconnectionReason.
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// Note that the internal reason is never displayed to the user.
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//
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// AM TODO: add header ref for ENetworkDisconnectReason from proto header
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virtual void KickClient(CPlayerSlot slot, const char* szInternalReason, /*ENetworkDisconnectionReason*/ char reason) = 0;
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virtual void unk015() = 0;
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virtual void unk016() = 0;
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virtual void unk017() = 0;
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virtual void unk018() = 0;
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virtual void unk019() = 0;
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virtual void unk020() = 0;
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virtual void unk021() = 0;
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virtual void unk022() = 0;
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virtual void unk023() = 0;
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virtual void SetClientUpdateRate(CEntityIndex clientIndex, float flUpdateRate) = 0;
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virtual void unk024() = 0;
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virtual void unk025() = 0;
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};
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//-----------------------------------------------------------------------------
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// Purpose: Player / Client related functions
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//-----------------------------------------------------------------------------
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class ISource2GameClients : public IAppSystem
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{
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public:
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//vmt index 11
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virtual void OnClientConnected(CPlayerSlot slot, const char* pszName, uint64_t xuid, const char* pszNetworkID, const char* pszAddress, bool bFakePlayer) = 0;
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// Called when the client attempts to connect (doesn't get called for bots)
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// returning false would reject the connection with the pRejectReason message
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virtual bool ClientConnect(CPlayerSlot slot, const char* pszName, uint64_t xuid, const char* pszNetworkID, bool unk1, CBufferString* pRejectReason);
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// Client is connected and should be put in the game
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// type values could be:
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// 0 - player
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// 1 - fake player (bot)
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// 2 - unknown
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virtual void ClientPutInServer(CPlayerSlot slot, char const* pszName, int type, uint64_t xuid) = 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(CPlayerSlot slot, bool bLoadGame, const char* pszName, uint64_t xuid) = 0;
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virtual void ClientFullyConnect(CPlayerSlot slot) = 0;
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//vmt index 16
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// Client is disconnecting from server
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virtual void ClientDisconnect(CPlayerSlot slot, /* ENetworkDisconnectionReason */ int reason, const char* pszName, uint64_t xuid, const char* pszNetworkID) = 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( CPlayerSlot slot) = 0;
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// The client has typed a command at the console
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virtual void ClientCommand(CPlayerSlot slot, const CCommand& args) = 0;
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// A player changed one/several replicated cvars (name etc)
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virtual void ClientSettingsChanged(CPlayerSlot slot) = 0;
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// Determine PVS origin and set PVS for the player/viewentity
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virtual void ClientSetupVisibility(CPlayerSlot slot, vis_info_t* visinfo) = 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(CPlayerSlot slot, void* buf, int numcmds, bool ignore, bool paused) = 0;
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virtual bool IsPlayerSlotOccupied(CPlayerSlot slot) = 0;
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virtual bool IsPlayerAlive(CPlayerSlot slot) = 0;
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virtual int GetPlayerScore(CPlayerSlot slot) = 0;
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// Get the ear position for a specified client
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virtual void ClientEarPosition(CPlayerSlot slot, Vector* pEarOrigin) = 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(CBufferString& buf) = 0;
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// TERROR: A player sent a voice packet
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virtual void ClientVoice(CPlayerSlot slot) = 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(CPlayerSlot slot, KeyValues* pKeyValues) = 0;
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virtual bool ClientCanPause(CPlayerSlot slot) = 0;
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virtual void HLTVClientFullyConnect(int index, const CSteamID& steamID) = 0;
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virtual bool CanHLTVClientConnect(int index, const CSteamID& steamID, int* pRejectReason) = 0;
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virtual void StartHLTVServer(CEntityIndex index) = 0;
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virtual void SendHLTVStatusMessage(IHLTVServer*, bool, bool, const char*, int, int, int) = 0;
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virtual IHLTVDirector* GetHLTVDirector(void) = 0;
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virtual void unk002(CPlayerSlot slot) = 0;
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virtual void unk003(CPlayerSlot slot) = 0;
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// Something NetMessage related
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virtual void unk004() = 0;
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// Something pawn related
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virtual void unk005() = 0;
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virtual void unk006() = 0;
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virtual void unk007() = 0;
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virtual void unk008() = 0;
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};
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typedef ISource2GameClients IServerGameClients;
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