1
0
mirror of https://github.com/alliedmodders/hl2sdk.git synced 2025-01-03 16:13:22 +08:00

Update engine and server interfaces for game update.

This commit is contained in:
Nicholas Hastings 2015-12-22 09:48:19 -05:00
parent 99f0813ba8
commit d11fe2ea40

View File

@ -73,14 +73,10 @@ typedef struct player_info_s player_info_t;
#define DLLEXPORT /* */ #define DLLEXPORT /* */
#endif #endif
// AlliedModders - Shim until all supported mods are using the SDK Base that has this
#if 0
#define INTERFACEVERSION_VENGINESERVER_VERSION_21 "VEngineServer021" #define INTERFACEVERSION_VENGINESERVER_VERSION_21 "VEngineServer021"
#define INTERFACEVERSION_VENGINESERVER "VEngineServer022" #define INTERFACEVERSION_VENGINESERVER_VERSION_22 "VEngineServer022"
#define INTERFACEVERSION_VENGINESERVER_INT 22 #define INTERFACEVERSION_VENGINESERVER "VEngineServer023"
#else #define INTERFACEVERSION_VENGINESERVER_INT 23
#define INTERFACEVERSION_VENGINESERVER "VEngineServer021"
#endif
struct bbox_t struct bbox_t
{ {
@ -96,16 +92,16 @@ abstract_class IVEngineServer
public: public:
// Tell engine to change level ( "changelevel s1\n" or "changelevel2 s1 s2\n" ) // Tell engine to change level ( "changelevel s1\n" or "changelevel2 s1 s2\n" )
virtual void ChangeLevel( const char *s1, const char *s2 ) = 0; 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). // Ask engine whether the specified map is a valid map file (exists and has valid version number).
virtual int IsMapValid( const char *filename ) = 0; virtual int IsMapValid( const char *filename ) = 0;
// Is this a dedicated server? // Is this a dedicated server?
virtual bool IsDedicatedServer( void ) = 0; virtual bool IsDedicatedServer( void ) = 0;
// Is in Hammer editing mode? // Is in Hammer editing mode?
virtual int IsInEditMode( void ) = 0; virtual int IsInEditMode( void ) = 0;
// Add to the server/client lookup/precache table, the specified string is given a unique index // Add to the server/client lookup/precache table, the specified string is given a unique index
// NOTE: The indices for PrecacheModel are 1 based // NOTE: The indices for PrecacheModel are 1 based
// a 0 returned from those methods indicates the model or sound was not correctly precached // a 0 returned from those methods indicates the model or sound was not correctly precached
@ -425,18 +421,44 @@ public:
// This function currently appears to be unused // This function currently appears to be unused
virtual void ManageAddonsForActiveSession(bool,char const*,char const*) = 0; virtual void ManageAddonsForActiveSession(bool,char const*,char const*) = 0;
virtual bool IsPlayerNameLocked(const edict_t *pPlayer) = 0; virtual bool IsPlayerNameLocked( const edict_t *pEdict ) = 0;
virtual bool CanPlayerChangeName(const edict_t *pPlayer) = 0; virtual bool CanPlayerChangeName( const edict_t *pEdict ) = 0;
// Find the canonical name of a map, given a partial or non-canonical map name.
// Except in the case of an exact match, pMapName is updated to the canonical name of the match.
// NOTE That this is subject to the same limitation as ServerGameDLL::CanProvideLevel -- This is non-blocking, so it
// is possible that blocking ServerGameDLL::PrepareLevelResources call may be able to pull a better match than
// is immediately available to this call (e.g. blocking lookups of cloud maps)
enum eFindMapResult {
// A direct match for this name was found
eFindMap_Found,
// No match for this map name could be found.
eFindMap_NotFound,
// A fuzzy match for this mapname was found and pMapName was updated to the full name.
// Ex: cp_dust -> cp_dustbowl
eFindMap_FuzzyMatch,
// A match for this map name was found, and the map name was updated to the canonical version of the
// name.
// Ex: workshop/1234 -> workshop/cp_qualified_name.ugc1234
eFindMap_NonCanonical,
// No currently available match for this map name could be found, but it may be possible to load ( see caveat
// about PrepareLevelResources above )
eFindMap_PossiblyAvailable
};
virtual eFindMapResult FindMap( /* in/out */ char *pMapName, int nMapNameMax ) = 0;
virtual IReplaySystem *GetReplay() = 0; virtual IReplaySystem *GetReplay() = 0;
}; };
// These only differ in new items added to the end
typedef IVEngineServer IVEngineServer021; typedef IVEngineServer IVEngineServer021;
typedef IVEngineServer IVEngineServer022;
#define INTERFACEVERSION_SERVERGAMEDLL_VERSION_8 "ServerGameDLL008" #define INTERFACEVERSION_SERVERGAMEDLL_VERSION_8 "ServerGameDLL008"
#define INTERFACEVERSION_SERVERGAMEDLL "ServerGameDLL009" #define INTERFACEVERSION_SERVERGAMEDLL_VERSION_9 "ServerGameDLL009"
#define INTERFACEVERSION_SERVERGAMEDLL_INT 9 #define INTERFACEVERSION_SERVERGAMEDLL "ServerGameDLL010"
#define INTERFACEVERSION_SERVERGAMEDLL_INT 10
class IServerGCLobby; class IServerGCLobby;
@ -567,6 +589,51 @@ public:
// Called to add output to the status command // Called to add output to the status command
virtual void Status( void (*print) (const char *fmt, ...) ) = 0; virtual void Status( void (*print) (const char *fmt, ...) ) = 0;
// Informs the game we would like to load this level, giving it a chance to prepare dynamic resources.
//
// - pszMapName is the name of the map we're looking for, and may be overridden to e.g. the canonical name of the
// map.
//
// - pszMapFile is the file we intend to use for this map ( e.g. maps/<mapname>.bsp ), and may be overridden to the
// file representing this map name. ( e.g. /path/to/steamapps/workshop/cp_mymap.ugc12345.bsp )
//
// This call is blocking, and may block for extended periods. See AsyncPrepareLevelResources below.
virtual void PrepareLevelResources( /* in/out */ char *pszMapName, size_t nMapNameSize,
/* in/out */ char *pszMapFile, size_t nMapFileSize ) = 0;
// Asynchronous version of PrepareLevelResources. Returns preparation status of map when called.
// If passed, flProgress is filled with the current progress percentage [ 0.f to 1.f ] for the InProgress
// result
enum ePrepareLevelResourcesResult
{
// Good to go
ePrepareLevelResources_Prepared,
// Game DLL is async preparing (e.g. streaming resources). flProgress will be filled if passed.
ePrepareLevelResources_InProgress
};
virtual ePrepareLevelResourcesResult AsyncPrepareLevelResources( /* in/out */ char *pszMapName, size_t nMapNameSize,
/* in/out */ char *pszMapFile, size_t nMapFileSize,
float *flProgress = NULL ) = 0;
// Ask the game DLL to evaluate what it would do with this map name were it passed to PrepareLevelResources.
// NOTE That this is this is syncronous and non-blocking, so it is possible that async PrepareLevelResources call
// may be able to pull a better match than is immediately available to this call (e.g. blocking lookups of
// cloud maps)
enum eCanProvideLevelResult {
// Have no knowledge of this level name, it will be up to the engine to provide. (e.g. as maps/levelname.bsp)
eCanProvideLevel_CannotProvide,
// Can provide resources for this level, and pMapName has been updated to the canonical name we would provide it
// under (as with PrepareLevelResources)
eCanProvideLevel_CanProvide,
// We recognize this level name as something we might be able to prepare, but without a blocking/async call to
// PrepareLevelResources, it is not possible to say whether it is available.
eCanProvideLevel_Possibly
};
virtual eCanProvideLevelResult CanProvideLevel( /* in/out */ char *pMapName, int nMapNameMax ) = 0;
// Called to see if the game server is okay with a manual changelevel or map command
virtual bool IsManualMapChangeOkay( const char **pszReason ) = 0;
}; };
typedef IServerGameDLL IServerGameDLL008; typedef IServerGameDLL IServerGameDLL008;