//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======// // // Purpose: // // $NoKeywords: $ // //===========================================================================// #ifndef EIFACE_H #define EIFACE_H #ifdef _WIN32 #pragma once #endif #include "convar.h" #include "icvar.h" #include "edict.h" #include "mathlib/vplane.h" #include "iserverentity.h" #include "engine/ivmodelinfo.h" #include "soundflags.h" #include "bitvec.h" #include "tier1/bitbuf.h" #include "tier1/utlmap.h" #include "tier1/utlstring.h" #include //----------------------------------------------------------------------------- // forward declarations //----------------------------------------------------------------------------- class ServerClass; class CGameTrace; typedef CGameTrace trace_t; struct typedescription_t; class CSaveRestoreData; struct datamap_t; struct studiohdr_t; class CBaseEntity; class CRestore; class CSave; class variant_t; struct vcollide_t; class IRecipientFilter; class CBaseEntity; class ITraceFilter; class INetChannelInfo; class ISpatialPartition; class IScratchPad3D; class CStandardSendProxies; class IAchievementMgr; class CGamestatsData; class CSteamID; class ISPSharedMemory; class CGamestatsData; class CEngineHltvInfo_t; class INetworkStringTable; class CResourceManifestPrerequisite; class CEntityLump; class IPVS; class IHLTVDirector; struct SpawnGroupDesc_t; class IClassnameForMapClassCallback; struct Entity2Networkable_t; class CCreateGameServerLoadInfo; class INavListener; class CNavData; struct EconItemInfo_t; struct EconControlPointInfo_t; class CEntityHandle; struct RenderDeviceInfo_t; struct RenderMultisampleType_t; class GameSessionConfiguration_t; struct StringTableDef_t; struct HostStateLoopModeType_t; class ILoopModePrerequisiteRegistry; struct URLArgument_t; struct vis_info_t; class IHLTVServer; namespace google { namespace protobuf { class Message; } } typedef uint32 SpawnGroupHandle_t; typedef uint32 SwapChainHandle_t; //----------------------------------------------------------------------------- // defines //----------------------------------------------------------------------------- #ifdef _WIN32 #define DLLEXPORT __stdcall #else #define DLLEXPORT /* */ #endif #define INTERFACEVERSION_VENGINESERVER "Source2EngineToServer001" struct bbox_t { Vector mins; Vector maxs; }; struct CPlayerSlot { CPlayerSlot( int slot ) { _slot = slot; } int Get() const { return _slot; } private: int _slot; }; struct CEntityIndex { CEntityIndex( int index ) { _index = index; } int Get() const { return _index; } int _index; }; struct CSplitScreenSlot { CSplitScreenSlot( int index ) { _index = index; } int Get() const { return _index; } int _index; }; //----------------------------------------------------------------------------- // Purpose: Interface the engine exposes to the game DLL and client DLL //----------------------------------------------------------------------------- abstract_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 *, CResourceManifestPrerequisite * ) = 0; virtual CEntityLump *GetEntityLumpForTemplate( const char *, bool, const char *, const char * ) = 0; virtual uint32 GetStatsAppID() const = 0; }; //----------------------------------------------------------------------------- // Purpose: Interface the engine exposes to the game DLL //----------------------------------------------------------------------------- abstract_class IVEngineServer2 : public ISource2Engine { public: virtual CreateInterfaceFn GetGameServerFactory() = 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 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 int GetPlayerUserId( CPlayerSlot clientSlot ) = 0; virtual const char *GetPlayerNetworkIDString( CPlayerSlot clientSlot ) = 0; // Get stats info interface for a client netchannel virtual INetChannelInfo* GetPlayerNetInfo( CEntityIndex playerIndex ) = 0; virtual bool IsUserIDInUse( int userID ) = 0; // TERROR: used for transitioning virtual int GetLoadingProgressForUserID( int userID ) = 0; // TERROR: used for transitioning // This returns which entities, to the best of the server's knowledge, the client currently knows about. // This is really which entities were in the snapshot that this client last acked. // This returns a bit vector with one bit for each entity. // // USE WITH CARE. Whatever tick the client is really currently on is subject to timing and // ordering differences, so you should account for about a quarter-second discrepancy in here. // Also, this will return NULL if the client doesn't exist or if this client hasn't acked any frames yet. // // iClientIndex is the CLIENT index, so if you use pPlayer->entindex(), subtract 1. virtual const CBitVec* GetEntityTransmitBitsForClient( CEntityIndex iClientIndex ) = 0; // 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( CEntityIndex playerIndex, 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; // Project a static decal onto the specified entity / model (for level placed decals in the .bsp) virtual void StaticDecal( const Vector &originInEntitySpace, int decalIndex, CEntityIndex entityIndex, int modelIndex, bool lowpriority ) = 0; // Print szMsg to the client console. virtual void ClientPrintf( CEntityIndex playerIndex, const char *szMsg ) = 0; // SINGLE PLAYER/LISTEN SERVER ONLY (just matching the client .dll api for this) // Prints the formatted string to the notification area of the screen ( down the right hand edge // numbered lines starting at position 0 virtual void Con_NPrintf( int pos, const char *fmt, ... ) = 0; // SINGLE PLAYER/LISTEN SERVER ONLY(just matching the client .dll api for this) // Similar to Con_NPrintf, but allows specifying custom text color and duration information virtual void Con_NXPrintf( const struct con_nprint_s *info, const char *fmt, ... ) = 0; virtual bool IsLowViolence() = 0; virtual bool SetHLTVChatBan( int tvslot, bool bBanned ) = 0; virtual bool IsAnyClientLowViolence() = 0; // Change a specified player's "view entity" (i.e., use the view entity position/orientation for rendering the client view) virtual void SetView( CEntityIndex playerIndex, CEntityIndex viewEntIndex ) = 0; // Get the current game directory (hl2, tf2, hl1, cstrike, etc.) virtual void GetGameDir( char *szGetGameDir, int maxlength ) = 0; // Create a bot with the given name. Player index is -1 if fake client can't be created virtual CEntityIndex CreateFakeClient( const char *netname ) = 0; // Get a convar keyvalue for s specified client virtual const char *GetClientConVarValue( CEntityIndex 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( CEntityIndex ent_num ) = 0; virtual edict_t *GetSplitScreenPlayerAttachToEdict( CEntityIndex ent_num ) = 0; virtual int GetNumSplitScreenUsersAttachedToEdict( CEntityIndex ent_num ) = 0; virtual edict_t *GetSplitScreenPlayerForEdict( CEntityIndex ent_num, int nSlot ) = 0; // Ret types might be all wrong for these. Haven't researched yet. virtual bool IsSpawnGroupLoadedOnClient( CEntityIndex ent_num, SpawnGroupHandle_t spawnGroup ) const = 0; virtual void UnloadSpawnGroup( SpawnGroupHandle_t spawnGroup, /*ESpawnGroupUnloadOption*/ int) = 0; virtual void LoadSpawnGroup( const SpawnGroupDesc_t & ) = 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 CEntityIndex GetViewEntity( CEntityIndex ent ) = 0; // Is the engine in Commentary mode? virtual int IsInCommentaryMode( void ) = 0; virtual uint32 GetAppID() = 0; // Returns the SteamID of the specified player. It'll be NULL if the player hasn't authenticated yet. virtual const CSteamID *GetClientSteamID( CEntityIndex clientIndex ) = 0; virtual void ForceModelBounds( const char *s, const Vector &mins, const Vector &maxs ) = 0; // Marks the material (vmt file) for consistency checking. If the client and server have different // contents for the file, the client's vmt can only use the VertexLitGeneric shader, and can only // contain $baseTexture and $bumpmap vars. virtual void ForceSimpleMaterial( const char *s ) = 0; // Marks the filename for consistency checking. This should be called after precaching the file. virtual void ForceExactFile( const char *s ) = 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( CEntityIndex 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( CEntityIndex 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( CEntityIndex ent_num, google::protobuf::Message &info ) = 0; // Validate session virtual void HostValidateSession() = 0; // Returns the XUID of the specified player. It'll be NULL if the player hasn't connected yet. virtual uint64 GetClientXUID( CEntityIndex clientIndex ) = 0; //Finds or Creates a shared memory space, the returned pointer will automatically be AddRef()ed virtual ISPSharedMemory *GetSinglePlayerSharedMemorySpace( const char *szName, int ent_num = MAX_EDICTS ) = 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; virtual void DisconnectClient( CEntityIndex clientIndex, /* ENetworkDisconnectionReason */ int reason ) = 0; virtual void GetAllSpawnGroupsWithPVS( CUtlVector *spawnGroups, CUtlVector *pOut ) = 0; virtual void P2PGroupChanged() = 0; }; abstract_class IServerGCLobby { public: virtual bool HasLobby() const = 0; virtual bool SteamIDAllowedToConnect( const CSteamID &steamId ) const = 0; virtual void UpdateServerDetails( void ) = 0; virtual bool ShouldHibernate() = 0; virtual bool SteamIDAllowedToP2PConnect( const CSteamID &steamId ) const = 0; virtual bool LobbyAllowsCheats( void ) const = 0; }; #define INTERFACEVERSION_SERVERGAMEDLL "Source2Server001" //----------------------------------------------------------------------------- // Purpose: These are the interfaces that the game .dll exposes to the engine //----------------------------------------------------------------------------- abstract_class ISource2Server : public IAppSystem { public: virtual void SetGlobals( CGlobalVars *pVars ) = 0; // Let the game .dll allocate it's own network/shared string tables virtual void GameCreateNetworkStringTables( void ) = 0; virtual void WriteSignonMessages( bf_write &bf ) = 0; virtual void PreWorldUpdate( bool simulating ) = 0; virtual CUtlMap *GetEntity2Networkables( void ) const = 0; virtual bool GetEntity2Networkable( CEntityIndex index, Entity2Networkable_t &out ) = 0; virtual void ClearInstancedBaselineFromServerClasses( void ) = 0; virtual void ClearSaveDirectory( void ) = 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, bool, bool ) = 0; virtual void PreSaveGameLoaded( char const *pSaveName, bool bCurrentlyInGame ) = 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 ) = 0; virtual void GetMatchmakingTags( char *buf, size_t bufSize ) = 0; virtual void ServerHibernationUpdate( bool bHibernating ) = 0; virtual IServerGCLobby *GetServerGCLobby() = 0; virtual void GetMatchmakingGameData( char *buf, size_t bufSize ) = 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, CUtlString * ) = 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 ServerClass* GetAllServerClasses( void ) = 0; virtual const char *GetLoadedMapName( void ) const = 0; virtual bool IsPaused( void ) const = 0; virtual bool GetNavMeshData( CNavData *pOut ) = 0; virtual void SetNavMeshData( const CNavData &data ) = 0; virtual void RegisterNavListener( INavListener *pListener ) = 0; virtual void UnregisterNavListener( INavListener *pListener ) = 0; virtual void *GetSpawnDebugInterface( void ) = 0; virtual void GetAnimationActivityList( CUtlVector &out ) = 0; virtual void GetAnimationEventList( CUtlVector &out ) = 0; virtual void FilterPlayerCounts( int *, int *, int * ) = 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 *pszNewHostname ) = 0; virtual void PreFatalShutdown( void ) const = 0; virtual void UpdateWhenNotInGame( float ) = 0; virtual void GetEconItemNamesForModel( const char *pszModel, bool, bool, CUtlVector &out ) = 0; virtual void GetEconItemNamesForCharacter( const char *pszCharacter, bool, bool, CUtlVector &out ) = 0; virtual void GetEconItemsInfoForModel( const char *pszModel, const char *, bool, bool, bool, CUtlVector &out ) = 0; virtual void GetEconItemsInfoForCharacter( const char *pszCharacter, const char *, bool, bool, bool, CUtlVector &out ) = 0; virtual void GetDefaultScaleForModel( const char *pszModel ) = 0; virtual void GetDefaultScaleForCharacter( const char *pszCharacter ) = 0; virtual void GetDefaultControlPointAutoUpdates( const char *, CUtlVector &out ) = 0; virtual void GetCharacterNameForModel( const char *pszCharacter, char *pszOut, int size ) = 0; virtual void GetModelNameForCharacter( const char *pszModel, int, char *pszOut, int size ) = 0; virtual void GetCharacterList( CUtlVector &out ) = 0; virtual void GetDefaultChoreoDirForModel( const char *pszModel, char *pszOut, int size ) = 0; virtual void *GetEconItemSystem( void ) = 0; virtual void ServerConVarChanged( const char *pszName, const char *pszValue ) = 0; }; //----------------------------------------------------------------------------- // Just an interface version name for the random number interface // See vstdlib/random.h for the interface definition // NOTE: If you change this, also change VENGINE_CLIENT_RANDOM_INTERFACE_VERSION in cdll_int.h //----------------------------------------------------------------------------- #define VENGINE_SERVER_RANDOM_INTERFACE_VERSION "VEngineRandom001" #define INTERFACEVERSION_SERVERGAMEENTS "Source2GameEntities001" //----------------------------------------------------------------------------- // Purpose: Interface to get at server entities //----------------------------------------------------------------------------- abstract_class ISource2GameEntities : public IAppSystem { public: virtual ~ISource2GameEntities() {} // This sets a bit in pInfo for each edict in the list that wants to be transmitted to the // client specified in pInfo. // // This is also where an entity can force other entities to be transmitted if it refers to them // with ehandles. virtual void CheckTransmit( CCheckTransmitInfo **pInfo, int, CBitVec<16384> &, const Entity2Networkable_t **pNetworkables, const uint16 *pEntityIndicies, int nEntities ) = 0; // TERROR: Perform any PVS cleanup before a full update virtual void PrepareForFullUpdate( CEntityIndex entIndex ) = 0; // Frees the entity attached to this edict virtual void FreeContainingEntity( CEntityIndex entIndex ) = 0; virtual void GetWorldspaceCenter( CEntityIndex entIndex, Vector *pOut ) const = 0; virtual bool ShouldClientReceiveStringTableUserData( const INetworkStringTable *pStringTable, int iIndex, const CCheckTransmitInfo *pTransmitInfo ) = 0; virtual void ResetChangeAccessorsSerialNumbersToZero() = 0; }; #define INTERFACEVERSION_SERVERCONFIG "Source2ServerConfig001" abstract_class ISource2ServerConfig : public IAppSystem { public: // Returns string describing current .dll. e.g., TeamFortress 2, Half-Life 2. // Hey, it's more descriptive than just the name of the game directory virtual const char *GetGameDescription( void ) = 0; virtual int GetNetworkVersion( void ) = 0; // Get the simulation interval (must be compiled with identical values into both client and game .dll for MOD!!!) // Right now this is only requested at server startup time so it can't be changed on the fly, etc. virtual float GetTickInterval( void ) const = 0; // Get server maxplayers and lower bound for same virtual void GetPlayerLimits( int& minplayers, int& maxplayers, int &defaultMaxPlayers, bool &unknown ) const = 0; // Returns max splitscreen slot count ( 1 == no splits, 2 for 2-player split screen ) virtual int GetMaxSplitscreenPlayers( void ) = 0; // Return # of human slots, -1 if can't determine or don't care (engine will assume it's == maxplayers ) virtual int GetMaxHumanPlayers() = 0; virtual bool ShouldNotifyLocalClientConnectionStateChanges() = 0; virtual bool AllowPlayerToTakeOverBots() = 0; virtual void OnClientFullyConnect( CEntityIndex index ) = 0; virtual void GetHostStateLoopModeInfo( HostStateLoopModeType_t, CUtlString &, KeyValues ** ) = 0; virtual bool AllowDedicatedServers( EUniverse universe ) const = 0; virtual void GetConVarPrefixesToResetToDefaults( CUtlString &prefixes ) const = 0; }; #define INTERFACEVERSION_SERVERGAMECLIENTS "Source2GameClients002" //----------------------------------------------------------------------------- // Purpose: Player / Client related functions //----------------------------------------------------------------------------- abstract_class ISource2GameClients : public IAppSystem { public: // Client is connecting to server ( return false to reject the connection ) // You can specify a rejection message by writing it into reject virtual bool ClientConnect( CEntityIndex index, uint64 xuid, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen ) = 0; virtual void OnClientConnected( CEntityIndex index, int userId, const char *pszName, uint64 xuid, const char *pszNetworkID, const char *pszAddress, bool bFakePlayer ) = 0; // Client is connected and should be put in the game virtual void ClientPutInServer( CEntityIndex index, char const *playername, bool bFakePlayer ) = 0; // Client is going active // If bLoadGame is true, don't spawn the player because its state is already setup. virtual void ClientActive( CEntityIndex index, bool bLoadGame ) = 0; virtual void ClientFullyConnect( CEntityIndex index, CPlayerSlot slot ) = 0; // Client is disconnecting from server virtual void ClientDisconnect( CEntityIndex index, int userId, /* ENetworkDisconnectionReason */ int reason, const char *pszName, uint64 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( CEntityIndex index, const CCommand &args ) = 0; // A player changed one/several replicated cvars (name etc) virtual void ClientSettingsChanged( CEntityIndex index ) = 0; // Determine PVS origin and set PVS for the player/viewentity virtual void ClientSetupVisibility( CEntityIndex viewentIndex, CEntityIndex clientindex, 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( CEntityIndex index, bf_read *buf, int numcmds, int totalcmds, int dropped_packets, bool ignore, bool paused ) = 0; // Let the game .dll do stuff after messages have been sent to all of the clients once the server frame is complete virtual void PostClientMessagesSent_DEPRECIATED( void ) = 0; virtual bool IsPlayerAlive( CEntityIndex index ) = 0; virtual int GetPlayerScore( CEntityIndex index ) = 0; // Get the ear position for a specified client virtual void ClientEarPosition( CEntityIndex index, 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( char *buf, int buflen ) = 0; // TERROR: A player sent a voice packet virtual void ClientVoice( CEntityIndex index ) = 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( CEntityIndex index, KeyValues *pKeyValues ) = 0; virtual bool ClientCanPause( CEntityIndex index ) = 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; }; typedef IVEngineServer2 IVEngineServer; typedef ISource2Server IServerGameDLL; typedef ISource2GameEntities IServerGameEnts; typedef ISource2GameClients IServerGameClients; #endif // EIFACE_H