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hl2sdk/public/eiface.h
2024-10-08 00:00:16 +03:00

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//===== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#ifndef EIFACE_H
#define EIFACE_H
#ifdef _WIN32
#pragma once
#endif
#include "tier1/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 "tier1/bufferstring.h"
#include <steam/steamclientpublic.h>
#include "playerslot.h"
#include <iloopmode.h>
#include "network_connection.pb.h"
//-----------------------------------------------------------------------------
// 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;
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;
enum RenderMultisampleType_t : uint8
{
RENDER_MULTISAMPLE_INVALID = 0xFF,
RENDER_MULTISAMPLE_NONE = 0,
RENDER_MULTISAMPLE_2X,
RENDER_MULTISAMPLE_4X,
RENDER_MULTISAMPLE_6X,
RENDER_MULTISAMPLE_8X,
RENDER_MULTISAMPLE_16X,
RENDER_MULTISAMPLE_TYPE_COUNT
};
class GameSessionConfiguration_t;
struct StringTableDef_t;
class ILoopModePrerequisiteRegistry;
struct URLArgument_t;
struct vis_info_t;
class IHLTVServer;
class CCompressedResourceManifest;
class ILoadingSpawnGroup;
class IToolGameSimulationAPI;
namespace google
{
namespace protobuf
{
class Message;
}
}
//-----------------------------------------------------------------------------
// defines
//-----------------------------------------------------------------------------
#ifdef _WIN32
#define DLLEXPORT __stdcall
#else
#define DLLEXPORT /* */
#endif
#define INTERFACEVERSION_VENGINESERVER "Source2EngineToServer001"
struct bbox_t
{
Vector mins;
Vector maxs;
};
class CPlayerUserId
{
public:
CPlayerUserId( int index )
{
_index = index;
}
int Get() const
{
return _index;
}
bool operator==( const CPlayerUserId &other ) const { return other._index == _index; }
bool operator!=( const CPlayerUserId &other ) const { return other._index != _index; }
private:
unsigned short _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 *pszWorldName, CResourceManifestPrerequisite * ) = 0;
virtual CEntityLump *GetEntityLumpForTemplate( const char *, bool, const char *, const char * ) = 0;
virtual uint32 GetStatsAppID() const = 0;
virtual void *UnknownFunc1(const char *pszFilename, void *pUnknown1, void *pUnknown2, void *pUnknown3) = 0;
virtual void UnknownFunc2() = 0;
};
//-----------------------------------------------------------------------------
// Purpose: Interface the engine exposes to the game DLL
//-----------------------------------------------------------------------------
abstract_class IVEngineServer2 : public ISource2Engine
{
public:
virtual EUniverse GetSteamUniverse() const = 0;
virtual void unk001() = 0;
virtual void unk002() = 0;
virtual void unk003() = 0;
virtual void unk004() = 0;
virtual void unk005() = 0;
virtual void unk006() = 0;
virtual void SetFrameTimeAmnesty( const char *amnesty, int, float frametime ) = 0;
virtual const char *GetFrameTimeAmnesty( bool check_cvar ) = 0;
virtual void ShowFrameTimeReport( void *, bool ) = 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 void UnknownFunc3() = 0;
virtual void UnknownFunc4() = 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 CPlayerUserId GetPlayerUserId( CPlayerSlot nSlot ) = 0;
virtual const char *GetPlayerNetworkIDString( CPlayerSlot nSlot ) = 0;
// Get stats info interface for a client netchannel
virtual INetChannelInfo* GetPlayerNetInfo( CPlayerSlot nSlot ) = 0;
virtual bool IsUserIDInUse( int userID ) = 0; // TERROR: used for transitioning
virtual int GetLoadingProgressForUserID( int userID ) = 0; // TERROR: used for transitioning
// 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( CPlayerSlot nSlot, 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;
// Print szMsg to the client console.
virtual void ClientPrintf( CPlayerSlot nSlot, const char *szMsg ) = 0;
virtual bool IsLowViolence() = 0;
virtual bool SetHLTVChatBan( int tvslot, bool bBanned ) = 0;
virtual bool IsAnyClientLowViolence() = 0;
// Get the current game directory (hl2, tf2, hl1, cstrike, etc.)
virtual void GetGameDir( CBufferString &gameDir ) = 0;
// Create a bot with the given name. Player index is -1 if fake client can't be created
virtual CPlayerSlot CreateFakeClient( const char *netname ) = 0;
// Get a convar keyvalue for s specified client
virtual const char *GetClientConVarValue( CPlayerSlot nSlot, 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( CPlayerSlot nSlot ) = 0;
virtual edict_t *GetSplitScreenPlayerAttachToEdict( CPlayerSlot nSlot ) = 0;
virtual int GetNumSplitScreenUsersAttachedToEdict( CPlayerSlot nSlot ) = 0;
virtual edict_t *GetSplitScreenPlayerForEdict( CPlayerSlot nSlot, int nSplitScreenSlot ) = 0;
// Ret types might be all wrong for these. Haven't researched yet.
virtual void UnloadSpawnGroup( SpawnGroupHandle_t spawnGroup, /*ESpawnGroupUnloadOption*/ int) = 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 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( CPlayerSlot nSlot ) = 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( CPlayerSlot nSlot, 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 nSlot ) = 0;
virtual CGlobalVars *GetServerGlobals() = 0;
// Sets a USERINFO client ConVar for a fakeclient
virtual void SetFakeClientConVarValue( CPlayerSlot nSlot, 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( CPlayerSlot nSlot, google::protobuf::Message &info ) = 0;
// Returns the XUID of the specified player. It'll be NULL if the player hasn't connected yet.
virtual uint64 GetClientXUID( CPlayerSlot nSlot ) = 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( CPlayerSlot nSlot ) = 0;
// Kicks the slot with the specified NetworkDisconnectionReason
virtual void DisconnectClient( CPlayerSlot nSlot, ENetworkDisconnectionReason reason ) = 0;
#if 0 // Don't really match the binary
virtual void GetAllSpawnGroupsWithPVS( CUtlVector<SpawnGroupHandle_t> *spawnGroups, CUtlVector<IPVS *> *pOut ) = 0;
virtual void P2PGroupChanged() = 0;
#endif
virtual void unk101() = 0;
virtual void unk102() = 0;
// Use these to setup who can hear whose voice.
// Pass in client indices (which are their ent indices - 1).
virtual bool GetClientListening(CPlayerSlot iReceiver, CPlayerSlot iSender) = 0;
virtual bool SetClientListening(CPlayerSlot iReceiver, CPlayerSlot iSender, bool bListen) = 0;
virtual bool SetClientProximity(CPlayerSlot iReceiver, CPlayerSlot iSender, bool bUseProximity) = 0;
virtual void unk106() = 0;
virtual void unk107() = 0;
virtual void KickClient( CPlayerSlot nSlot, const char *szInternalReason, ENetworkDisconnectionReason reason ) = 0;
virtual void BanClient( CPlayerSlot nSlot, float flDuration, bool bKick ) = 0;
virtual void BanClient( CSteamID steamId, float flDuration, bool bKick ) = 0;
virtual void unk200() = 0;
virtual void unk201() = 0;
virtual void unk202() = 0;
virtual void unk203() = 0;
virtual void unk204() = 0;
virtual void unk205() = 0;
virtual void unk206() = 0;
virtual void unk207() = 0;
virtual void SetClientUpdateRate( CPlayerSlot nSlot, float flUpdateRate ) = 0;
virtual void unk300() = 0;
virtual void unk301() = 0;
virtual void unk302() = 0;
virtual void unk303() = 0;
virtual void unk304() = 0;
virtual void unk305() = 0;
virtual void unk306() = 0;
virtual void unk307() = 0;
virtual void unk308() = 0;
virtual void unk309() = 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 bool unk_001() const = 0;
virtual void SetGlobals( CGlobalVars *pGlobals ) = 0;
// Let the game .dll allocate it's own network/shared string tables
virtual void GameCreateNetworkStringTables( void ) = 0;
virtual void WriteSignonMessages( const bf_write &buf ) = 0;
virtual void PreWorldUpdate( bool simulating ) = 0;
virtual CUtlMap<int, Entity2Networkable_t> *GetEntity2Networkables( void ) const = 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 simulating, bool bFirstTick, bool bLastTick ) = 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 bServerHasPassword ) = 0;
virtual void GetMatchmakingTags( char *buf, size_t bufSize ) = 0;
virtual void ServerHibernationUpdate( bool bHibernating ) = 0;
virtual IServerGCLobby *GetServerGCLobby() = 0;
virtual void GetMatchmakingGameData( CBufferString &buf ) = 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 nPlayerEntityIndex, CBufferString &output ) = 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 CUtlVector<ServerClass*> *GetAllServerClasses( void ) = 0;
virtual const char *GetActiveWorldName( void ) const = 0;
virtual bool IsPaused( void ) const = 0;
virtual bool GetNavMeshData( CNavData *pNavMeshData ) = 0;
virtual void SetNavMeshData( const CNavData *navMeshData ) = 0;
virtual void RegisterNavListener( INavListener *pNavListener ) = 0;
virtual void UnregisterNavListener( INavListener *pNavListener ) = 0;
virtual void *GetSpawnDebugInterface( void ) = 0;
virtual void unk_101() = 0;
virtual IToolGameSimulationAPI *GetToolGameSimulationAPI( void ) = 0;
virtual void GetAnimationActivityList( CUtlVector<CUtlString> &activityList ) = 0;
virtual void GetAnimationEventList( CUtlVector<CUtlString> &eventList ) = 0;
virtual void FilterPlayerCounts( int *pInOutHumans, int *pInOutHumansSlots, int *pInOutBots ) = 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 *pHostname ) = 0;
virtual void PreFatalShutdown( void ) const = 0;
virtual void UpdateWhenNotInGame( float flFrameTime ) = 0;
virtual void GetEconItemNamesForModel( const char *pModelName, bool bExcludeItemSets, bool bExcludeIndividualItems, CUtlVector<CUtlString> &econItemNames ) = 0;
virtual void GetEconItemNamesForCharacter( const char *pCharacterName, bool bExcludeItemSets, bool bExcludeIndividualItems, CUtlVector<CUtlString> &econItemNames ) = 0;
virtual void GetEconItemsInfoForModel( const char *pModelName, const char *pEconItemName, bool bExcludeItemSets, bool bExcludeIndividualItems, bool bExcludeStockItemSet, CUtlVector<EconItemInfo_t> &econInfo ) = 0;
virtual void GetEconItemsInfoForCharacter( const char *pCharacterName, const char *pEconItemName, bool bExcludeItemSets, bool bExcludeIndividualItems, bool bExcludeStockItemSet, CUtlVector<EconItemInfo_t> &econInfo ) = 0;
virtual void GetDefaultScaleForModel( const char *pModelName, bool bCheckLoadoutScale ) = 0;
virtual void GetDefaultScaleForCharacter( const char *pCharacterName, bool bCheckLoadoutScale ) = 0;
virtual void GetDefaultControlPointAutoUpdates( const char *pParticleSystemName, CUtlVector<EconControlPointInfo_t> &autoUpdates ) = 0;
virtual void unk_201();
virtual void GetCharacterNameForModel( const char *pModelName, bool bCheckItemModifiers, CUtlString &characterName ) = 0;
virtual void GetModelNameForCharacter( const char *pCharacterNamel, int nIndex, CBufferString &modelName ) = 0;
virtual void GetCharacterList( CUtlVector<CUtlString> &characterNames ) = 0;
virtual void GetDefaultChoreoDirForModel( const char *pModelName, CBufferString &defaultVCDDir ) = 0;
virtual void *GetEconItemSystem( void ) = 0;
virtual void ServerConVarChanged( const char *pVarName, const char *pValue ) = 0;
// Returns a list of values and names corresponding to HitGroup_t enum
virtual void GetHitGroupEnumInfo( CUtlVector<int> &values, CUtlVector<CUtlString> &names ) = 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 **pInfoInfoList, int nInfoCount, CBitVec<16384> &unionTransmitEdicts, const Entity2Networkable_t **pNetworkables,
const uint16 *pEntityIndicies, int nEntityIndices, bool bEnablePVSBits ) = 0;
// TERROR: Perform any PVS cleanup before a full update
virtual void PrepareForFullUpdate( CEntityIndex nPlayerEntityIndex ) = 0;
// Frees the entity attached to this edict
virtual void FreeContainingEntity( CEntityIndex nEntityIndex ) = 0;
virtual bool GetWorldspaceCenter( CEntityIndex nEntityIndex, Vector *pCenter ) const = 0;
virtual bool ShouldClientReceiveStringTableUserData( const INetworkStringTable *pTable, int stringNumber, const CCheckTransmitInfo *pInfo ) = 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 &bIsMultiplayer ) 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 nEntityIndex ) = 0;
virtual void GetHostStateLoopModeInfo( HostStateLoopModeType_t type, CUtlString &loopModeName, KeyValues **ppLoopModeOptions ) = 0;
virtual bool AllowDedicatedServers( EUniverse universe ) const = 0;
virtual void GetConVarPrefixesToResetToDefaults( CUtlString &sSemicolonDelimitedPrefixList ) const = 0;
virtual bool AllowSaveRestore() = 0;
};
#define INTERFACEVERSION_SERVERGAMECLIENTS "Source2GameClients001"
//-----------------------------------------------------------------------------
// Purpose: Player / Client related functions
//-----------------------------------------------------------------------------
abstract_class ISource2GameClients : public IAppSystem
{
public:
virtual void OnClientConnected( CPlayerSlot slot, const char *pszName, uint64 xuid, const char *pszNetworkID, const char *pszAddress, bool bFakePlayer ) = 0;
// Called when the client attempts to connect (doesn't get called for bots)
// returning false would reject the connection with the pRejectReason message
virtual bool ClientConnect( CPlayerSlot slot, const char *pszName, uint64 xuid, const char *pszNetworkID, bool unk1, CBufferString *pRejectReason );
// Client is connected and should be put in the game
// type values could be:
// 0 - player
// 1 - fake player (bot)
// 2 - unknown
virtual void ClientPutInServer( CPlayerSlot slot, char const *pszName, int type, uint64 xuid ) = 0;
// Client is going active
// If bLoadGame is true, don't spawn the player because its state is already setup.
virtual void ClientActive( CPlayerSlot slot, bool bLoadGame, const char *pszName, uint64 xuid ) = 0;
virtual void ClientFullyConnect( CPlayerSlot slot ) = 0;
// Client is disconnecting from server
virtual void ClientDisconnect( CPlayerSlot slot, ENetworkDisconnectionReason 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( CPlayerSlot slot, const CCommand &args ) = 0;
// A player changed one/several replicated cvars (name etc)
virtual void ClientSettingsChanged( CPlayerSlot slot ) = 0;
// Determine PVS origin and set PVS for the player/viewentity
virtual void ClientSetupVisibility( CPlayerSlot slot, vis_info_t *visinfo ) = 0;
// A block of CUserCmds has arrived from the user, decode them and buffer for execution during player simulation
virtual int ProcessUsercmds( CPlayerSlot slot, bf_read *buf, int numcmds, bool ignore, bool paused, float margin ) = 0;
virtual bool IsPlayerSlotOccupied( CPlayerSlot slot ) = 0;
virtual bool IsPlayerAlive( CPlayerSlot slot) = 0;
virtual int GetPlayerScore( CPlayerSlot slot ) = 0;
// Get the ear position for a specified client
virtual void ClientEarPosition( CPlayerSlot slot, 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( CBufferString &buf ) = 0;
// TERROR: A player sent a voice packet
virtual void ClientVoice( CPlayerSlot slot ) = 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( CPlayerSlot slot, KeyValues *pKeyValues ) = 0;
virtual void unk001() = 0;
virtual bool ClientCanPause( CPlayerSlot slot ) = 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;
virtual void unk101( CPlayerSlot slot ) = 0;
virtual void unk102( CPlayerSlot slot ) = 0;
// Handles incoming usermessages from the client
virtual void ClientSvcUserMessage( CPlayerSlot slot, int um_type, uint32 size, const void *buf ) = 0;
// Something pawn related
virtual void unk201() = 0;
virtual void unk202() = 0;
virtual void unk203() = 0;
virtual void unk204() = 0;
};
typedef IVEngineServer2 IVEngineServer;
typedef ISource2Server IServerGameDLL;
typedef ISource2GameEntities IServerGameEnts;
typedef ISource2GameClients IServerGameClients;
#endif // EIFACE_H