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Update INetworkGameServer & add CNetworkGameServerBase (#257)
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parent
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@ -127,9 +127,18 @@ public:
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virtual void unk201() = 0;
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virtual void unk201() = 0;
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virtual void unk202() = 0;
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virtual void unk202() = 0;
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};
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abstract_class CNetworkGameServerBase : public INetworkGameServer, protected IConnectionlessPacketHandler
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{
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public:
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virtual ~CNetworkGameServerBase() = 0;
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virtual void SetMaxClients( int nMaxClients ) = 0;
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virtual void SetMaxClients( int nMaxClients ) = 0;
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virtual void unk301() = 0;
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virtual void unk301() = 0;
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virtual bool ProcessConnectionlessPacket( const ns_address *addr, bf_read *bf ) = 0; // process a connectionless packet
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virtual CPlayerUserId GetPlayerUserId( CPlayerSlot slot ) = 0;
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virtual CPlayerUserId GetPlayerUserId( CPlayerSlot slot ) = 0;
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virtual const char *GetPlayerNetworkIDString( CPlayerSlot slot ) = 0;
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virtual const char *GetPlayerNetworkIDString( CPlayerSlot slot ) = 0;
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@ -179,7 +188,7 @@ abstract_class INetworkServerService : public IEngineService
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{
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{
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public:
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public:
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virtual ~INetworkServerService() {}
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virtual ~INetworkServerService() {}
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virtual INetworkGameServer *GetIGameServer( void ) = 0;
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virtual CNetworkGameServerBase *GetIGameServer( void ) = 0;
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virtual bool IsActiveInGame( void ) const = 0;
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virtual bool IsActiveInGame( void ) const = 0;
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virtual bool IsMultiplayer( void ) const = 0;
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virtual bool IsMultiplayer( void ) const = 0;
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virtual void StartupServer( const GameSessionConfiguration_t &config, ISource2WorldSession *pWorldSession, const char * ) = 0;
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virtual void StartupServer( const GameSessionConfiguration_t &config, ISource2WorldSession *pWorldSession, const char * ) = 0;
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@ -204,7 +213,7 @@ public:
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virtual void *GetServerSerializersMsg( void ) = 0;
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virtual void *GetServerSerializersMsg( void ) = 0;
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};
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};
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typedef INetworkGameServer IServer;
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typedef CNetworkGameServerBase IServer;
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#endif // ISERVER_H
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#endif // ISERVER_H
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