200 lines
9.2 KiB
C++
200 lines
9.2 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $NoKeywords: $
|
|
//
|
|
//=============================================================================//
|
|
|
|
#ifndef ISERVERPLUGIN_H
|
|
#define ISERVERPLUGIN_H
|
|
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
#include "edict.h"
|
|
#include "tier1/interface.h"
|
|
#include "tier1/keyvalues.h"
|
|
|
|
class CCommand;
|
|
|
|
//
|
|
// you will also want to listen for game events via IGameEventManager::AddListener()
|
|
//
|
|
|
|
typedef enum
|
|
{
|
|
PLUGIN_CONTINUE = 0, // keep going
|
|
PLUGIN_OVERRIDE, // run the game dll function but use our return value instead
|
|
PLUGIN_STOP, // don't run the game dll function at all
|
|
} PLUGIN_RESULT;
|
|
|
|
|
|
typedef enum
|
|
{
|
|
eQueryCvarValueStatus_ValueIntact=0, // It got the value fine.
|
|
eQueryCvarValueStatus_CvarNotFound=1,
|
|
eQueryCvarValueStatus_NotACvar=2, // There's a ConCommand, but it's not a ConVar.
|
|
eQueryCvarValueStatus_CvarProtected=3 // The cvar was marked with FCVAR_SERVER_CAN_NOT_QUERY, so the server is not allowed to have its value.
|
|
} EQueryCvarValueStatus;
|
|
|
|
|
|
typedef int QueryCvarCookie_t;
|
|
#define InvalidQueryCvarCookie -1
|
|
|
|
|
|
#define INTERFACEVERSION_ISERVERPLUGINCALLBACKS_VERSION_1 "ISERVERPLUGINCALLBACKS001"
|
|
#define INTERFACEVERSION_ISERVERPLUGINCALLBACKS_VERSION_2 "ISERVERPLUGINCALLBACKS002"
|
|
#define INTERFACEVERSION_ISERVERPLUGINCALLBACKS_VERSION_3 "ISERVERPLUGINCALLBACKS003"
|
|
#define INTERFACEVERSION_ISERVERPLUGINCALLBACKS "ISERVERPLUGINCALLBACKS004"
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: callbacks the engine exposes to the 3rd party plugins (ala MetaMod)
|
|
//-----------------------------------------------------------------------------
|
|
abstract_class IServerPluginCallbacks
|
|
{
|
|
public:
|
|
// Initialize the plugin to run
|
|
// Return false if there is an error during startup.
|
|
virtual bool Load( CreateInterfaceFn interfaceFactory, CreateInterfaceFn gameServerFactory ) = 0;
|
|
|
|
// Called when the plugin should be shutdown
|
|
virtual void Unload( void ) = 0;
|
|
|
|
// called when a plugins execution is stopped but the plugin is not unloaded
|
|
virtual void Pause( void ) = 0;
|
|
|
|
// called when a plugin should start executing again (sometime after a Pause() call)
|
|
virtual void UnPause( void ) = 0;
|
|
|
|
// Returns string describing current plugin. e.g., Admin-Mod.
|
|
virtual const char *GetPluginDescription( void ) = 0;
|
|
|
|
// Called any time a new level is started (after GameInit() also on level transitions within a game)
|
|
virtual void LevelInit( char const *pMapName ) = 0;
|
|
|
|
// The server is about to activate
|
|
virtual void ServerActivate( edict_t *pEdictList, int edictCount, int clientMax ) = 0;
|
|
|
|
// The server should run physics/think on all edicts
|
|
virtual void GameFrame( bool simulating ) = 0;
|
|
|
|
// Called when a level is shutdown (including changing levels)
|
|
virtual void LevelShutdown( void ) = 0;
|
|
|
|
// Client is going active
|
|
virtual void ClientActive( edict_t *pEntity ) = 0;
|
|
|
|
// Client is fully connected ( has received initial baseline of entities )
|
|
virtual void ClientFullyConnect( edict_t *pEntity ) = 0;
|
|
|
|
// Client is disconnecting from server
|
|
virtual void ClientDisconnect( edict_t *pEntity ) = 0;
|
|
|
|
// Client is connected and should be put in the game
|
|
virtual void ClientPutInServer( edict_t *pEntity, char const *playername ) = 0;
|
|
|
|
// Sets the client index for the client who typed the command into their console
|
|
virtual void SetCommandClient( int index ) = 0;
|
|
|
|
// A player changed one/several replicated cvars (name etc)
|
|
virtual void ClientSettingsChanged( edict_t *pEdict ) = 0;
|
|
|
|
// Client is connecting to server ( set retVal to false to reject the connection )
|
|
// You can specify a rejection message by writing it into reject
|
|
virtual PLUGIN_RESULT ClientConnect( bool *bAllowConnect, edict_t *pEntity, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen ) = 0;
|
|
|
|
// The client has typed a command at the console
|
|
virtual PLUGIN_RESULT ClientCommand( edict_t *pEntity, const CCommand &args ) = 0;
|
|
|
|
// A user has had their network id setup and validated
|
|
virtual PLUGIN_RESULT NetworkIDValidated( const char *pszUserName, const char *pszNetworkID ) = 0;
|
|
|
|
// This is called when a query from IServerPluginHelpers::StartQueryCvarValue is finished.
|
|
// iCookie is the value returned by IServerPluginHelpers::StartQueryCvarValue.
|
|
// Added with version 2 of the interface.
|
|
virtual void OnQueryCvarValueFinished( QueryCvarCookie_t iCookie, edict_t *pPlayerEntity, EQueryCvarValueStatus eStatus, const char *pCvarName, const char *pCvarValue ) = 0;
|
|
|
|
// added with version 3 of the interface.
|
|
virtual void OnEdictAllocated( edict_t *edict ) = 0;
|
|
virtual void OnEdictFreed( const edict_t *edict ) = 0;
|
|
|
|
//
|
|
// Allow plugins to validate and configure network encryption keys (added in Version 4 of the interface)
|
|
// Game server must run with -externalnetworkcryptkey flag, and 3rd party client software must set the
|
|
// matching encryption key in the client game process.
|
|
//
|
|
|
|
// BNetworkCryptKeyCheckRequired allows the server to allow connections from clients or relays that don't have
|
|
// an encryption key. The function must return true if the client encryption key is required, and false if the client
|
|
// is allowed to connect without an encryption key. It is recommended that if client wants to use encryption key
|
|
// this function should return true to require it on the server side as well.
|
|
// Any plugin in the chain that returns true will flag connection to require encryption key for the engine and check
|
|
// with other plugins will not be continued.
|
|
// If no plugin returns true to require encryption key then the default implementation will require encryption key
|
|
// if the client wants to use it.
|
|
virtual bool BNetworkCryptKeyCheckRequired( uint32 unFromIP, uint16 usFromPort, uint32 unAccountIdProvidedByClient,
|
|
bool bClientWantsToUseCryptKey ) = 0;
|
|
|
|
// BNetworkCryptKeyValidate allows the server to validate client's over the wire encrypted payload cookie and return
|
|
// false if the client cookie is malformed to prevent connection to the server. If this function returns true then
|
|
// the plugin allows the client to connect with the encryption key, and upon return the engine expects the plugin
|
|
// to have copied 16-bytes of client encryption key into the buffer pointed at by pbPlainTextKeyForNetChan. That key
|
|
// must match the plaintext key supplied by 3rd party client software to the client game process, not the client cookie
|
|
// transmitted unencrypted over the wire as part of the connection packet.
|
|
// Any plugin in the chain that returns true will stop evaluation of other plugins and the 16-bytes encryption key
|
|
// copied into pbPlainTextKeyForNetchan will be used. If a plugin returns false then evaluation of other plugins will
|
|
// continue and buffer data in pbPlainTextKeyForNetchan will be preserved from previous calls.
|
|
// If no plugin returns true and the encryption key is required then the client connection will be rejected with
|
|
// an invalid certificate error.
|
|
virtual bool BNetworkCryptKeyValidate( uint32 unFromIP, uint16 usFromPort, uint32 unAccountIdProvidedByClient,
|
|
int nEncryptionKeyIndexFromClient, int numEncryptedBytesFromClient, byte *pbEncryptedBufferFromClient,
|
|
byte *pbPlainTextKeyForNetchan ) = 0;
|
|
};
|
|
|
|
#define INTERFACEVERSION_ISERVERPLUGINHELPERS "ISERVERPLUGINHELPERS001"
|
|
|
|
|
|
typedef enum
|
|
{
|
|
DIALOG_MSG = 0, // just an on screen message
|
|
DIALOG_MENU, // an options menu
|
|
DIALOG_TEXT, // a richtext dialog
|
|
DIALOG_ENTRY, // an entry box
|
|
DIALOG_ASKCONNECT // Ask the client to connect to a specified IP address. Only the "time" and "title" keys are used.
|
|
} DIALOG_TYPE;
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: functions that only 3rd party plugins need
|
|
//-----------------------------------------------------------------------------
|
|
abstract_class IServerPluginHelpers
|
|
{
|
|
public:
|
|
// creates an onscreen menu with various option buttons
|
|
// The keyvalues param can contain these fields:
|
|
// "title" - (string) the title to show in the hud and in the title bar
|
|
// "msg" - (string) a longer message shown in the GameUI
|
|
// "color" - (color) the color to display the message in the hud (white by default)
|
|
// "level" - (int) the priority of this message (closer to 0 is higher), only 1 message can be outstanding at a time
|
|
// "time" - (int) the time in seconds this message should stay active in the GameUI (min 10 sec, max 200 sec)
|
|
//
|
|
// For DIALOG_MENU add sub keys for each option with these fields:
|
|
// "command" - (string) client command to run if selected
|
|
// "msg" - (string) button text for this option
|
|
//
|
|
virtual void CreateMessage( edict_t *pEntity, DIALOG_TYPE type, KeyValues *data, IServerPluginCallbacks *plugin ) = 0;
|
|
virtual void ClientCommand( edict_t *pEntity, const char *cmd ) = 0;
|
|
|
|
// Call this to find out the value of a cvar on the client.
|
|
//
|
|
// It is an asynchronous query, and it will call IServerPluginCallbacks::OnQueryCvarValueFinished when
|
|
// the value comes in from the client.
|
|
//
|
|
// Store the return value if you want to match this specific query to the OnQueryCvarValueFinished call.
|
|
// Returns InvalidQueryCvarCookie if the entity is invalid.
|
|
virtual QueryCvarCookie_t StartQueryCvarValue( edict_t *pEntity, const char *pName ) = 0;
|
|
};
|
|
|
|
#endif //ISERVERPLUGIN_H
|