260 lines
7.8 KiB
C++
260 lines
7.8 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef IGAMESYSTEM_H
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#define IGAMESYSTEM_H
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#ifdef _WIN32
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#pragma once
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#endif
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//-----------------------------------------------------------------------------
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// Game systems are singleton objects in the client + server codebase responsible for
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// various tasks
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// The order in which the server systems appear in this list are the
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// order in which they are initialized and updated. They are shut down in
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// reverse order from which they are initialized.
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//-----------------------------------------------------------------------------
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// UNDONE: Do these need GameInit/GameShutdown as well?
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// UNDONE: Remove the Pre/Post entity semantics and rely on system ordering?
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// FIXME: Remove all ifdef CLIENT_DLL if we can...
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abstract_class IGameSystem
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{
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public:
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// GameSystems are expected to implement these methods.
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virtual char const *Name() = 0;
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// Init, shutdown
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// return true on success. false to abort DLL init!
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virtual bool Init() = 0;
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virtual void PostInit() = 0;
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virtual void Shutdown() = 0;
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// Level init, shutdown
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virtual void LevelInitPreEntity() = 0;
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// entities are created / spawned / precached here
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virtual void LevelInitPostEntity() = 0;
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virtual void LevelShutdownPreClearSteamAPIContext() {};
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virtual void LevelShutdownPreEntity() = 0;
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// Entities are deleted / released here...
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virtual void LevelShutdownPostEntity() = 0;
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// end of level shutdown
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// Called during game save
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virtual void OnSave() = 0;
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// Called during game restore, after the local player has connected and entities have been fully restored
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virtual void OnRestore() = 0;
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// Called every frame. It's safe to remove an igamesystem from within this callback.
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virtual void SafeRemoveIfDesired() = 0;
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virtual bool IsPerFrame() = 0;
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// destructor, cleans up automagically....
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virtual ~IGameSystem();
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// Client systems can use this to get at the map name
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static char const* MapName();
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// These methods are used to add and remove server systems from the
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// main server loop. The systems are invoked in the order in which
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// they are added.
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static void Add ( IGameSystem* pSys );
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static void Remove ( IGameSystem* pSys );
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static void RemoveAll ( );
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// These methods are used to initialize, shutdown, etc all systems
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static bool InitAllSystems();
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static void PostInitAllSystems();
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static void ShutdownAllSystems();
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static void LevelInitPreEntityAllSystems( char const* pMapName );
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static void LevelInitPostEntityAllSystems();
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static void LevelShutdownPreClearSteamAPIContextAllSystems(); // Called prior to steamgameserverapicontext->Clear()
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static void LevelShutdownPreEntityAllSystems();
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static void LevelShutdownPostEntityAllSystems();
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static void OnSaveAllSystems();
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static void OnRestoreAllSystems();
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static void SafeRemoveIfDesiredAllSystems();
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#ifdef CLIENT_DLL
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static void PreRenderAllSystems();
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static void UpdateAllSystems( float frametime );
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static void PostRenderAllSystems();
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#else
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static void FrameUpdatePreEntityThinkAllSystems();
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static void FrameUpdatePostEntityThinkAllSystems();
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static void PreClientUpdateAllSystems();
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// Accessors for the above function
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static CBasePlayer *RunCommandPlayer();
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static CUserCmd *RunCommandUserCmd();
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#endif
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};
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class IGameSystemPerFrame : public IGameSystem
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{
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public:
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// destructor, cleans up automagically....
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virtual ~IGameSystemPerFrame();
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#ifdef CLIENT_DLL
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// Called before rendering
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virtual void PreRender() = 0;
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// Gets called each frame
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virtual void Update( float frametime ) = 0;
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// Called after rendering
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virtual void PostRender() = 0;
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#else
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// Called each frame before entities think
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virtual void FrameUpdatePreEntityThink() = 0;
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// called after entities think
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virtual void FrameUpdatePostEntityThink() = 0;
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virtual void PreClientUpdate() = 0;
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#endif
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};
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// Quick and dirty server system for users who don't care about precise ordering
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// and usually only want to implement a few of the callbacks
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class CBaseGameSystem : public IGameSystem
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{
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public:
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virtual char const *Name() { return "unnamed"; }
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// Init, shutdown
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// return true on success. false to abort DLL init!
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virtual bool Init() { return true; }
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virtual void PostInit() {}
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virtual void Shutdown() {}
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// Level init, shutdown
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virtual void LevelInitPreEntity() {}
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virtual void LevelInitPostEntity() {}
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virtual void LevelShutdownPreClearSteamAPIContext() {}
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virtual void LevelShutdownPreEntity() {}
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virtual void LevelShutdownPostEntity() {}
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virtual void OnSave() {}
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virtual void OnRestore() {}
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virtual void SafeRemoveIfDesired() {}
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virtual bool IsPerFrame() { return false; }
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private:
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// Prevent anyone derived from CBaseGameSystem from implementing these, they need
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// to derive from CBaseGameSystemPerFrame below!!!
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#ifdef CLIENT_DLL
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// Called before rendering
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virtual void PreRender() {}
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// Gets called each frame
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virtual void Update( float frametime ) {}
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// Called after rendering
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virtual void PostRender() {}
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#else
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// Called each frame before entities think
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virtual void FrameUpdatePreEntityThink() {}
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// called after entities think
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virtual void FrameUpdatePostEntityThink() {}
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virtual void PreClientUpdate() {}
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#endif
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};
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// Quick and dirty server system for users who don't care about precise ordering
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// and usually only want to implement a few of the callbacks
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class CBaseGameSystemPerFrame : public IGameSystemPerFrame
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{
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public:
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virtual char const *Name() { return "unnamed"; }
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// Init, shutdown
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// return true on success. false to abort DLL init!
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virtual bool Init() { return true; }
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virtual void PostInit() {}
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virtual void Shutdown() {}
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// Level init, shutdown
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virtual void LevelInitPreEntity() {}
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virtual void LevelInitPostEntity() {}
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virtual void LevelShutdownPreClearSteamAPIContext() {}
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virtual void LevelShutdownPreEntity() {}
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virtual void LevelShutdownPostEntity() {}
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virtual void OnSave() {}
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virtual void OnRestore() {}
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virtual void SafeRemoveIfDesired() {}
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virtual bool IsPerFrame() { return true; }
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#ifdef CLIENT_DLL
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// Called before rendering
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virtual void PreRender () { }
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// Gets called each frame
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virtual void Update( float frametime ) { }
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// Called after rendering
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virtual void PostRender () { }
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#else
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// Called each frame before entities think
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virtual void FrameUpdatePreEntityThink() { }
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// called after entities think
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virtual void FrameUpdatePostEntityThink() { }
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virtual void PreClientUpdate() { }
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#endif
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};
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// Quick and dirty server system for users who don't care about precise ordering
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// and usually only want to implement a few of the callbacks
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class CAutoGameSystem : public CBaseGameSystem
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{
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public:
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CAutoGameSystem( char const *name = NULL ); // hooks in at startup, no need to explicitly add
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CAutoGameSystem *m_pNext;
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virtual char const *Name() { return m_pszName ? m_pszName : "unnamed"; }
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private:
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char const *m_pszName;
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};
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//-----------------------------------------------------------------------------
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// Purpose: This is a CAutoGameSystem which also cares about the "per frame" hooks
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//-----------------------------------------------------------------------------
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class CAutoGameSystemPerFrame : public CBaseGameSystemPerFrame
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{
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public:
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CAutoGameSystemPerFrame( char const *name = NULL );
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CAutoGameSystemPerFrame *m_pNext;
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virtual char const *Name() { return m_pszName ? m_pszName : "unnamed"; }
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private:
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char const *m_pszName;
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};
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//-----------------------------------------------------------------------------
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// Purpose: This interface is here to add more hooks than IGameSystemPerFrame exposes,
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// so we don't pollute it with hooks that only the tool cares about
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//-----------------------------------------------------------------------------
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class IToolFrameworkServer
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{
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public:
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virtual void PreSetupVisibility() = 0;
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};
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#endif // IGAMESYSTEM_H
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