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csgo2_tiny_server_plugin_sy…/csgo2/sdk/public/eiface.h
Huoji's 8f3005e9b2 大改
2023-10-03 04:07:50 +08:00

568 lines
21 KiB
C++

#pragma once
#include "../sdk.h"
#include "IAppSystem.h"
#include "../tier1/bufferstring.h"
#include "../convar/convar.hpp"
#include "../protobuf-2.6.1/src/google/protobuf/message.h"
#include "string_t.h"
struct vis_info_t;
struct string_t;
class IHLTVServer;
class IHLTVDirector;
class CSteamID;
class CCommand;
class CEntityLump;
class CResourceManifestPrerequisite;
class INetChannelInfo;
class Vector;
class CPlayerBitVec;
class edict_t;
class CGamestatsData;
class KeyValues;
enum GlobalVarsUsageWarning_t
{
GV_RENDERTIME_CALLED_DURING_SIMULATION,
GV_CURTIME_CALLED_DURING_RENDERING
};
enum MapLoadType_t
{
MapLoad_NewGame = 0,
MapLoad_LoadGame,
MapLoad_Transition,
MapLoad_Background,
};
typedef void (*FnGlobalVarsWarningFunc)(GlobalVarsUsageWarning_t);
//-----------------------------------------------------------------------------
// Purpose: Global variables used by shared code
//-----------------------------------------------------------------------------
class CGlobalVarsBase
{
public:
CGlobalVarsBase();
public:
// Absolute time (per frame still - Use Plat_FloatTime() for a high precision real time
// perf clock, but not that it doesn't obey host_timescale/host_framerate)
float realtime;
// Absolute frame counter - continues to increase even if game is paused
int framecount;
// Non-paused frametime
float absoluteframetime;
float absoluteframestarttimestddev;
int maxClients;
// zer0k: Command queue related
int unknown1;
int unknown2;
FnGlobalVarsWarningFunc m_pfnWarningFunc;
// Time spent on last server or client frame (has nothing to do with think intervals)
float frametime;
// Current time
//
// On the client, this (along with tickcount) takes a different meaning based on what
// piece of code you're in:
//
// - While receiving network packets (like in PreDataUpdate/PostDataUpdate and proxies),
// this is set to the SERVER TICKCOUNT for that packet. There is no interval between
// the server ticks.
// [server_current_Tick * tick_interval]
//
// - While rendering, this is the exact client clock
// [client_current_tick * tick_interval + interpolation_amount]
//
// - During prediction, this is based on the client's current tick:
// [client_current_tick * tick_interval]
float curtime;
float rendertime;
// zer0k: Command queue + interpolation related
float unknown3;
float unknown4;
bool m_bInSimulation;
bool m_bEnableAssertions;
// Simulation ticks - does not increase when game is paused
int tickcount;
// Simulation tick interval
float interval_per_tick;
};
inline CGlobalVarsBase::CGlobalVarsBase()
{
}
class CGlobalVars : public CGlobalVarsBase
{
public:
CGlobalVars();
public:
// Current map
string_t mapname;
string_t startspot;
MapLoadType_t eLoadType; // How the current map was loaded
bool mp_teamplay;
// current maxentities
int maxEntities;
int serverCount;
};
inline CGlobalVars::CGlobalVars() :
CGlobalVarsBase()
{
serverCount = 0;
}
class CSharedEdictChangeInfo;
class IAchievementMgr;
class CCommandContext;
class EconControlPointInfo_t;
struct EconItemInfo_t {
};
class bf_write;
typedef uint32_t SpawnGroupHandle_t;
typedef uint32_t SwapChainHandle_t;
struct CEntityIndex
{
CEntityIndex(int index)
{
_index = index;
}
int Get() const
{
return _index;
}
int _index;
bool operator==(const CEntityIndex& other) const { return other._index == _index; }
bool operator!=(const CEntityIndex& other) const { return other._index != _index; }
};
class CPlayerUserId
{
public:
CPlayerUserId(int index)
{
_index = index;
}
int Get() const
{
return _index;
}
bool operator==(const CPlayerUserId& other) const { return other._index == _index; }
bool operator!=(const CPlayerUserId& other) const { return other._index != _index; }
private:
short _index;
};
class ISource2Engine : public IAppSystem
{
public:
// Is the game paused?
virtual bool IsPaused() = 0;
// What is the game timescale multiplied with the host_timescale?
virtual float GetTimescale(void) const = 0;
virtual void* FindOrCreateWorldSession(const char* pszWorldName, CResourceManifestPrerequisite*) = 0;
virtual CEntityLump* GetEntityLumpForTemplate(const char*, bool, const char*, const char*) = 0;
virtual uint32_t GetStatsAppID() const = 0;
virtual void* UnknownFunc1(const char* pszFilename, void* pUnknown1, void* pUnknown2, void* pUnknown3) = 0;
virtual void UnknownFunc2() = 0;
};
class ISource2Server : public IAppSystem
{
public:
virtual bool Unknown0() const = 0;
virtual void SetGlobals(CGlobalVars* pGlobals) = 0;
// Let the game .dll allocate it's own network/shared string tables
virtual void GameCreateNetworkStringTables(void) = 0;
virtual void WriteSignonMessages(const bf_write& buf) = 0;
virtual void PreWorldUpdate(bool simulating) = 0;
virtual void* GetEntity2Networkables(void) const = 0;
virtual void* GetEntityInfo() = 0;
// Called to apply lobby settings to a dedicated server
virtual void ApplyGameSettings(KeyValues* pKV) = 0;
// The server should run physics/think on all edicts
// One of these bools is 'simulating'... probably
virtual void GameFrame(bool simulating, bool bFirstTick, bool bLastTick) = 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 ShouldHideFromMasterServer(bool bServerHasPassword) = 0;
virtual void GetMatchmakingTags(char* buf, size_t bufSize) = 0;
virtual void ServerHibernationUpdate(bool bHibernating) = 0;
virtual void* GetServerGCLobby() = 0;
virtual void GetMatchmakingGameData(CBufferString& buf) = 0;
// return true to disconnect client due to timeout (used to do stricter timeouts when the game is sure the client isn't loading a map)
virtual bool ShouldTimeoutClient(int nUserID, float flTimeSinceLastReceived) = 0;
virtual void PrintStatus(CEntityIndex nPlayerEntityIndex, CBufferString& output) = 0;
virtual int GetServerGameDLLFlags(void) const = 0;
// Get the list of cvars that require tags to show differently in the server browser
virtual void GetTaggedConVarList(KeyValues* pCvarTagList) = 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 void* GetAllServerClasses(void) = 0;
virtual const char* GetActiveWorldName(void) const = 0;
virtual bool IsPaused(void) const = 0;
virtual bool GetNavMeshData(void* pNavMeshData) = 0;
virtual void SetNavMeshData(const void* navMeshData) = 0;
virtual void RegisterNavListener(void* pNavListener) = 0;
virtual void UnregisterNavListener(void* pNavListener) = 0;
virtual void* GetSpawnDebugInterface(void) = 0;
virtual void* Unknown1(void) = 0;
virtual void* GetToolGameSimulationAPI(void) = 0;
virtual void GetAnimationActivityList(void* activityList) = 0;
virtual void GetAnimationEventList(void* eventList) = 0;
virtual void FilterPlayerCounts(int* pInOutHumans, int* pInOutHumansSlots, int* pInOutBots) = 0;
// Called after the steam API has been activated post-level startup
virtual void GameServerSteamAPIActivated(void) = 0;
virtual void GameServerSteamAPIDeactivated(void) = 0;
virtual void OnHostNameChanged(const char* pHostname) = 0;
virtual void PreFatalShutdown(void) const = 0;
virtual void UpdateWhenNotInGame(float flFrameTime) = 0;
virtual void GetEconItemNamesForModel(const char* pModelName, bool bExcludeItemSets, bool bExcludeIndividualItems, void* econItemNames) = 0;
virtual void GetEconItemNamesForCharacter(const char* pCharacterName, bool bExcludeItemSets, bool bExcludeIndividualItems, void* econItemNames) = 0;
virtual void GetEconItemsInfoForModel(const char* pModelName, const char* pEconItemName, bool bExcludeItemSets, bool bExcludeIndividualItems, bool bExcludeStockItemSet, void* econInfo) = 0;
virtual void GetEconItemsInfoForCharacter(const char* pCharacterName, const char* pEconItemName, bool bExcludeItemSets, bool bExcludeIndividualItems, bool bExcludeStockItemSet, void* econInfo) = 0;
virtual void GetDefaultScaleForModel(const char* pModelName, bool bCheckLoadoutScale) = 0;
virtual void GetDefaultScaleForCharacter(const char* pCharacterName, bool bCheckLoadoutScale) = 0;
virtual void GetDefaultControlPointAutoUpdates(const char* pParticleSystemName, void* autoUpdates) = 0;
virtual void GetCharacterNameForModel(const char* pModelName, bool bCheckItemModifiers, CUtlString& characterName) = 0;
virtual void GetModelNameForCharacter(const char* pCharacterNamel, int nIndex, CBufferString& modelName) = 0;
virtual void GetCharacterList(void* characterNames) = 0;
virtual void GetDefaultChoreoDirForModel(const char* pModelName, CBufferString& defaultVCDDir) = 0;
virtual void* GetEconItemSystem(void) = 0;
virtual void ServerConVarChanged(const char* pVarName, const char* pValue) = 0;
};
//-----------------------------------------------------------------------------
// Purpose: Interface the engine exposes to the game DLL
//-----------------------------------------------------------------------------
class IVEngineServer2 : public ISource2Engine
{
public:
virtual EUniverse GetSteamUniverse() const = 0;
virtual void unk001() = 0;
virtual void unk002() = 0;
virtual void unk003() = 0;
virtual void unk004() = 0;
virtual void unk005() = 0;
// 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 this an HLTV relay?
virtual bool IsHLTVRelay(void) = 0;
// Is server only accepting local connections?
virtual bool IsServerLocalOnly(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 PrecacheDecal(const char* name, bool preload = false) = 0;
virtual bool IsDecalPrecached(const char* s) const = 0;
virtual int GetPrecachedDecalIndex(const char* s) const = 0;
virtual void UnknownFunc3() = 0;
virtual void UnknownFunc4() = 0;
virtual int PrecacheGeneric(const char* s, bool preload = false) = 0;
virtual bool IsGenericPrecached(char const* s) const = 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 CPlayerUserId GetPlayerUserId(CPlayerSlot clientSlot) = 0;
virtual const char* GetPlayerNetworkIDString(CPlayerSlot clientSlot) = 0;
// Get stats info interface for a client netchannel
virtual INetChannelInfo* GetPlayerNetInfo(CPlayerSlot nSlot) = 0;
virtual bool IsUserIDInUse(int userID) = 0; // TERROR: used for transitioning
virtual int GetLoadingProgressForUserID(int userID) = 0; // TERROR: used for transitioning
// 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, CPlayerBitVec& playerbits) = 0;
// Issue a command to the command parser as if it was typed at the server console.
virtual void ServerCommand(const char* str) = 0;
// Issue the specified command to the specified client (mimics that client typing the command at the console).
virtual void ClientCommand(CPlayerSlot nSlot, const char* szFmt, ...) FMTFUNCTION(3, 4) = 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;
// Print szMsg to the client console.
virtual void ClientPrintf(CPlayerSlot nSlot, const char* szMsg) = 0;
virtual bool IsLowViolence() = 0;
virtual bool SetHLTVChatBan(int tvslot, bool bBanned) = 0;
virtual bool IsAnyClientLowViolence() = 0;
// Get the current game directory (hl2, tf2, hl1, cstrike, etc.)
virtual void GetGameDir(CBufferString& gameDir) = 0;
// Create a bot with the given name. Player index is -1 if fake client can't be created
virtual CPlayerSlot CreateFakeClient(const char* netname) = 0;
// Get a convar keyvalue for s specified client
virtual const char* GetClientConVarValue(CPlayerSlot clientIndex, const char* name) = 0;
// Print a message to the server log file
virtual void LogPrint(const char* msg) = 0;
virtual bool IsLogEnabled() = 0;
virtual bool IsSplitScreenPlayer(CPlayerSlot player) = 0;
virtual edict_t* GetSplitScreenPlayerAttachToEdict(CPlayerSlot player) = 0;
virtual int GetNumSplitScreenUsersAttachedToEdict(CPlayerSlot player) = 0;
virtual edict_t* GetSplitScreenPlayerForEdict(CPlayerSlot player, int nSlot) = 0;
// Ret types might be all wrong for these. Haven't researched yet.
virtual void UnloadSpawnGroup(SpawnGroupHandle_t spawnGroup, /*ESpawnGroupUnloadOption*/ int) = 0;
virtual void SetSpawnGroupDescription(SpawnGroupHandle_t spawnGroup, const char* pszDescription) = 0;
virtual bool IsSpawnGroupLoaded(SpawnGroupHandle_t spawnGroup) const = 0;
virtual bool IsSpawnGroupLoading(SpawnGroupHandle_t spawnGroup) const = 0;
virtual void MakeSpawnGroupActive(SpawnGroupHandle_t spawnGroup) = 0;
virtual void SynchronouslySpawnGroup(SpawnGroupHandle_t spawnGroup) = 0;
virtual void SynchronizeAndBlockUntilLoaded(SpawnGroupHandle_t spawnGroup) = 0;
virtual void SetTimescale(float flTimescale) = 0;
virtual uint32_t GetAppID() = 0;
// Returns the SteamID of the specified player. It'll be NULL if the player hasn't authenticated yet.
virtual const CSteamID* GetClientSteamID(CPlayerSlot clientIndex) = 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;
// Send a client command keyvalues
// keyvalues are deleted inside the function
virtual void ClientCommandKeyValues(CPlayerSlot client, KeyValues* pCommand) = 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;
// Returns true if this client has been fully authenticated by Steam
virtual bool IsClientFullyAuthenticated(CPlayerSlot slot) = 0;
virtual CGlobalVars* GetServerGlobals() = 0;
// Sets a USERINFO client ConVar for a fakeclient
virtual void SetFakeClientConVarValue(CPlayerSlot clientIndex, const char* cvar, const char* value) = 0;
virtual CSharedEdictChangeInfo* GetSharedEdictChangeInfo() = 0;
virtual void SetAchievementMgr(IAchievementMgr* pAchievementMgr) = 0;
virtual IAchievementMgr* GetAchievementMgr() = 0;
// Fill in the player info structure for the specified player index (name, model, etc.)
virtual bool GetPlayerInfo(CPlayerSlot clientIndex, google::protobuf::Message& info) = 0;
// Returns the XUID of the specified player. It'll be NULL if the player hasn't connected yet.
virtual uint64_t GetClientXUID(CPlayerSlot clientIndex) = 0;
virtual void* GetPVSForSpawnGroup(SpawnGroupHandle_t spawnGroup) = 0;
virtual SpawnGroupHandle_t FindSpawnGroupByName(const char* szName) = 0;
// Returns the SteamID of the game server
virtual CSteamID GetGameServerSteamID() = 0;
virtual int GetBuildVersion(void) const = 0;
virtual bool IsClientLowViolence(CEntityIndex clientIndex) = 0;
#if 0 // Don't really match the binary
virtual void DisconnectClient(CEntityIndex clientIndex, /* ENetworkDisconnectionReason */ int reason) = 0;
virtual void GetAllSpawnGroupsWithPVS(CUtlVector<SpawnGroupHandle_t>* spawnGroups, CUtlVector<IPVS*>* pOut) = 0;
virtual void P2PGroupChanged() = 0;
#endif
virtual void unk006() = 0;
virtual void unk007() = 0;
virtual void unk008() = 0;
virtual void unk009() = 0;
virtual void unk010() = 0;
virtual void unk011() = 0;
virtual void unk012() = 0;
virtual void unk013() = 0;
virtual void OnKickClient(const CCommandContext& context, const CCommand& cmd) = 0;
// Kicks the slot with the specified NetworkDisconnectionReason.
// Note that the internal reason is never displayed to the user.
//
// AM TODO: add header ref for ENetworkDisconnectReason from proto header
virtual void KickClient(CPlayerSlot slot, const char* szInternalReason, /*ENetworkDisconnectionReason*/ char reason) = 0;
virtual void unk015() = 0;
virtual void unk016() = 0;
virtual void unk017() = 0;
virtual void unk018() = 0;
virtual void unk019() = 0;
virtual void unk020() = 0;
virtual void unk021() = 0;
virtual void unk022() = 0;
virtual void unk023() = 0;
virtual void SetClientUpdateRate(CEntityIndex clientIndex, float flUpdateRate) = 0;
virtual void unk024() = 0;
virtual void unk025() = 0;
};
//-----------------------------------------------------------------------------
// Purpose: Player / Client related functions
//-----------------------------------------------------------------------------
class ISource2GameClients : public IAppSystem
{
public:
//vmt index 11
virtual void OnClientConnected(CPlayerSlot slot, const char* pszName, uint64_t xuid, const char* pszNetworkID, const char* pszAddress, bool bFakePlayer) = 0;
// Called when the client attempts to connect (doesn't get called for bots)
// returning false would reject the connection with the pRejectReason message
virtual bool ClientConnect(CPlayerSlot slot, const char* pszName, uint64_t xuid, const char* pszNetworkID, bool unk1, CBufferString* pRejectReason);
// Client is connected and should be put in the game
// type values could be:
// 0 - player
// 1 - fake player (bot)
// 2 - unknown
virtual void ClientPutInServer(CPlayerSlot slot, char const* pszName, int type, uint64_t xuid) = 0;
// Client is going active
// If bLoadGame is true, don't spawn the player because its state is already setup.
virtual void ClientActive(CPlayerSlot slot, bool bLoadGame, const char* pszName, uint64_t xuid) = 0;
virtual void ClientFullyConnect(CPlayerSlot slot) = 0;
//vmt index 16
// Client is disconnecting from server
virtual void ClientDisconnect(CPlayerSlot slot, /* ENetworkDisconnectionReason */ int reason, const char* pszName, uint64_t xuid, const char* pszNetworkID) = 0;
// Sets the client index for the client who typed the command into his/her console
// virtual void SetCommandClient( CPlayerSlot slot) = 0;
// The client has typed a command at the console
virtual void ClientCommand(CPlayerSlot slot, const CCommand& args) = 0;
// A player changed one/several replicated cvars (name etc)
virtual void ClientSettingsChanged(CPlayerSlot slot) = 0;
// Determine PVS origin and set PVS for the player/viewentity
virtual void ClientSetupVisibility(CPlayerSlot slot, vis_info_t* visinfo) = 0;
// A block of CUserCmds has arrived from the user, decode them and buffer for execution during player simulation
virtual float ProcessUsercmds(CPlayerSlot slot, void* buf, int numcmds, bool ignore, bool paused) = 0;
virtual bool IsPlayerSlotOccupied(CPlayerSlot slot) = 0;
virtual bool IsPlayerAlive(CPlayerSlot slot) = 0;
virtual int GetPlayerScore(CPlayerSlot slot) = 0;
// Get the ear position for a specified client
virtual void ClientEarPosition(CPlayerSlot slot, Vector* pEarOrigin) = 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(CBufferString& buf) = 0;
// TERROR: A player sent a voice packet
virtual void ClientVoice(CPlayerSlot slot) = 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(CPlayerSlot slot, KeyValues* pKeyValues) = 0;
virtual bool ClientCanPause(CPlayerSlot slot) = 0;
virtual void HLTVClientFullyConnect(int index, const CSteamID& steamID) = 0;
virtual bool CanHLTVClientConnect(int index, const CSteamID& steamID, int* pRejectReason) = 0;
virtual void StartHLTVServer(CEntityIndex index) = 0;
virtual void SendHLTVStatusMessage(IHLTVServer*, bool, bool, const char*, int, int, int) = 0;
virtual IHLTVDirector* GetHLTVDirector(void) = 0;
virtual void unk002(CPlayerSlot slot) = 0;
virtual void unk003(CPlayerSlot slot) = 0;
// Something NetMessage related
virtual void unk004() = 0;
// Something pawn related
virtual void unk005() = 0;
virtual void unk006() = 0;
virtual void unk007() = 0;
virtual void unk008() = 0;
};
typedef ISource2GameClients IServerGameClients;