141 lines
3.3 KiB
C++
141 lines
3.3 KiB
C++
//========= Copyright © 1996-2009, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=====================================================================================//
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#ifndef _PLAYERMANAGER_H_
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#define _PLAYERMANAGER_H_
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class PlayerManager;
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#include <list>
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#include "utlvector.h"
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#include "utlmap.h"
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#ifndef SWDS
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#include "player.h"
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class PlayerManager: public IPlayerManager, public IMatchEventsSink
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{
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public :
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PlayerManager();
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virtual ~PlayerManager();
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//IPlayerManager
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public:
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//
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// EnableServersUpdate
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// controls whether friends data is being updated in the background
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//
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virtual void EnableFriendsUpdate( bool bEnable );
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//
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// GetLocalPlayer
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// returns a local player interface for a given controller index
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//
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virtual IPlayerLocal * GetLocalPlayer( int iController );
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//
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// GetNumFriends
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// returns number of friends discovered and for which data is available
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//
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virtual int GetNumFriends();
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//
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// GetFriend
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// returns player interface to the given friend or NULL if friend not found or not available
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//
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virtual IPlayerFriend * GetFriendByIndex( int index );
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virtual IPlayerFriend * GetFriendByXUID( XUID xuid );
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//
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// FindPlayer
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// returns player interface by player's XUID or NULL if friend not found or not available
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//
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virtual IPlayer * FindPlayer( XUID xuid );
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// IMatchEventsSink
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public:
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virtual void OnEvent( KeyValues *pEvent );
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public:
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void OnGameUsersChanged();
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void Update();
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void OnLocalPlayerDisconnectedFromLive( int iCtrlr );
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void RecomputePlayerXUIDs( char const *szNetwork );
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PlayerFriend *FindPlayerFriend( XUID xuid );
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PlayerLocal *FindPlayerLocal( XUID xuid );
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void RequestStoreStats();
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protected:
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void MarkOldFriends();
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void RemoveOldFriends();
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void OnSigninChange( KeyValues *pEvent );
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void OnLostConnectionToConsoleNetwork();
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#if defined( _PS3 ) && !defined( NO_STEAM )
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STEAM_CALLBACK( PlayerManager, Steam_OnPS3PSNStatusChange, PS3PSNStatusChange_t, m_CallbackOnPS3PSNStatusChange );
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#endif
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private:
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void CreateFriendEnumeration( int iCtrlr );
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void CreateLanSearch();
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void UpdateLanSearch();
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void ExecuteStoreStatsRequest();
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// Players instances
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PlayerLocal * mLocalPlayer[ XUSER_MAX_COUNT ]; // local Players are cached off here for convienience.
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CUtlVector< PlayerFriend * > mFriendsList;
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bool m_bUpdateEnabled; // whether data should be auto-updated
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float m_flNextUpdateTime; // when next update cycle should occur
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struct SFriendSearchData
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{
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SFriendSearchData() { memset( this, 0, sizeof( *this ) ); }
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bool mSearchInProgress;
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void * mFriendBuffer;
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int mFriendBufferSize;
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int mFriendsStartIndex;
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#ifdef _X360
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HANDLE mFriendEnumHandle;
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XOVERLAPPED mFriendsOverlapped;
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#endif
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XUID mXuid;
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};
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SFriendSearchData m_searchData[ XUSER_MAX_COUNT ];
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struct SLanSearchData_t
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{
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SLanSearchData_t() { memset( this, 0, sizeof( *this ) ); }
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bool m_bSearchInProgress;
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float m_flStartTime;
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float m_flLastBroadcastTime;
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};
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SLanSearchData_t m_lanSearchData;
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int m_searchesPending; // Number of searches in progress
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bool m_bRequestStoreStats;
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};
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#else // SWDS
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class PlayerManager: public IPlayerManager, public IMatchEventsSink
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{
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public:
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// SWDS declaration is intentionally left stripped
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virtual void Update() = 0;
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};
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#endif
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extern class PlayerManager *g_pPlayerManager;
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#endif // _PLAYERMANAGER_H_
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