mirror of
https://github.com/alliedmodders/hl2sdk.git
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122 lines
5.4 KiB
C++
122 lines
5.4 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef ISERVER_H
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#define ISERVER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include <inetmsghandler.h>
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#include <edict.h>
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#include <tier1/checksum_crc.h>
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#include <engine/IEngineService.h>
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class IGameSpawnGroupMgr;
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struct EventServerAdvanceTick_t;
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struct EventServerPollNetworking_t;
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struct EventServerProcessNetworking_t;
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struct EventServerSimulate_t;
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struct EventServerPostSimulate_t;
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struct server_state_t;
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class IPrerequisite;
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class CServerChangelevelState;
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class ISource2WorldSession;
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class INetworkGameClient;
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class GameSessionConfiguration_t;
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typedef int HGameResourceManifest;
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enum ESpawnGroupUnloadOption
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{
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};
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abstract_class INetworkGameServer : public IConnectionlessPacketHandler
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{
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public:
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virtual void Init( const GameSessionConfiguration_t &, const char * ) = 0;
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virtual void SetGameSpawnGroupMgr( IGameSpawnGroupMgr * ) = 0;
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virtual void SetGameSessionManifest( HGameResourceManifest * ) = 0;
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virtual void RegisterLoadingSpawnGroups( CUtlVector<unsigned int> & ) = 0;
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virtual void Shutdown( void ) = 0;
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virtual void AddRef( void ) = 0;
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virtual void Release ( void ) = 0;
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virtual CGlobalVars *GetGlobals(void) = 0;
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virtual bool IsActive( void ) const = 0;
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virtual void SetServerTick( int tick ) = 0;
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virtual int GetServerTick( void ) const = 0; // returns game world tick
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virtual void SetFinalSimulationTickThisFrame( int ) = 0;
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virtual int GetMaxClients( void ) const = 0; // returns current client limit
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virtual float GetTickInterval( void ) const = 0; // tick interval in seconds
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virtual void ServerAdvanceTick( const EventServerAdvanceTick_t & ) = 0;
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virtual void ServerPollNetworking( const EventServerPollNetworking_t & ) = 0;
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virtual void ServerProcessNetworking( const EventServerProcessNetworking_t & ) = 0;
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virtual void ServerSimulate( const EventServerSimulate_t & ) = 0;
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virtual void ServerPostSimulate( const EventServerPostSimulate_t & ) = 0;
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virtual void LoadSpawnGroup( const SpawnGroupDesc_t & ) = 0;
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virtual void AsyncUnloadSpawnGroup( unsigned int, ESpawnGroupUnloadOption ) = 0;
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virtual void PrintSpawnGroupStatus( void ) const = 0;
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virtual float GetTimescale( void ) const = 0; // returns the game time scale (multiplied in conjunction with host_timescale)
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virtual bool IsSaveRestoreAllowed( void ) const = 0;
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virtual void SetMapName( const char *pszNewName ) = 0;
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virtual const char *GetMapName( void ) const = 0; // current map name (BSP)
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virtual const char *GetAddonName( void ) const = 0;
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virtual bool IsBackgroundMap( void ) const = 0;
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virtual float GetTime( void ) const = 0; // returns game world time
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virtual int GetMapVersion( void ) const = 0;
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virtual void ActivateServer( void ) = 0;
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virtual void PrepareForAssetLoad( void ) = 0;
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virtual int GetServerNetworkAddress( void ) = 0;
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virtual SpawnGroupHandle_t FindSpawnGroupByName( const char *pszName ) = 0;
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virtual void MakeSpawnGroupActive( SpawnGroupHandle_t ) = 0;
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virtual void SynchronouslySpawnGroup( SpawnGroupHandle_t ) = 0;
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virtual void SetServerState( server_state_t ) = 0;
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virtual void SpawnServer( const char * ) = 0;
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virtual void GetSpawnGroupLoadingStatus( SpawnGroupHandle_t ) = 0;
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virtual void SetSpawnGroupDescription( SpawnGroupHandle_t, const char * ) = 0;
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virtual CUtlVector<INetworkGameClient *> *StartChangeLevel( const char *, const char *pszLandmark, void * ) = 0;
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virtual void FinishChangeLevel( CServerChangelevelState * ) = 0;
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virtual bool IsChangelevelPending( void ) const = 0;
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virtual void GetAllLoadingSpawnGroups( CUtlVector<SpawnGroupHandle_t> *pOut ) = 0;
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virtual void PreserveSteamID( void ) = 0;
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virtual void OnKickById( const CCommandContext &context, const CCommand &args) = 0;
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virtual void OnKickByName( const CCommandContext &context, const CCommand &args) = 0;
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};
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abstract_class INetworkServerService : public IEngineService
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{
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public:
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virtual ~INetworkServerService() {}
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virtual INetworkGameServer *GetIGameServer( void ) = 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 void StartupServer( const GameSessionConfiguration_t &config, ISource2WorldSession *pWorldSession, const char * ) = 0;
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virtual void SetGameSpawnGroupMgr( IGameSpawnGroupMgr *pMgr ) = 0;
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virtual void AddServerPrerequisites( const GameSessionConfiguration_t &, const char *, ILoopModePrerequisiteRegistry *, bool ) = 0;
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virtual void SetServerSocket( int ) = 0;
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virtual bool IsServerRunning( void ) const = 0;
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virtual void DisconnectGameNow( /*ENetworkDisconnectionReason*/ int ) = 0;
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virtual void PrintSpawnGroupStatus( void ) const = 0;
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virtual void SetFinalSimulationTickThisFrame( int ) = 0;
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virtual void *GetGameServer( void ) = 0;
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virtual int GetTickInterval( void ) const = 0;
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virtual void ProcessSocket( void ) = 0;
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virtual int GetServerNetworkAddress( void ) = 0;
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virtual bool GameLoadFailed( void ) const = 0;
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virtual void SetGameLoadFailed( bool bFailed ) = 0;
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virtual void SetGameLoadStarted( void ) = 0;
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virtual void StartChangeLevel( void ) = 0;
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virtual void PreserveSteamID( void ) = 0;
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virtual CRC32_t GetServerSerializersCRC( void ) = 0;
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virtual void *GetServerSerializersMsg( void ) = 0;
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};
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typedef INetworkGameServer IServer;
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#endif // ISERVER_H
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