#pragma once class IClient; class INetMessage; class IRecipientFilter; typedef void* netpacket_t; class IConnectionlessPacketHandler { public: virtual ~IConnectionlessPacketHandler(void){}; virtual bool ProcessConnectionlessPacket( netpacket_t* packet) = 0; // process a connectionless packet }; class IServer : public IConnectionlessPacketHandler { public: virtual ~IServer() {} virtual int GetNumClients( void) const = 0; // returns current number of clients virtual int GetNumProxies( void) const = 0; // returns number of attached HLTV proxies virtual int GetNumFakeClients() const = 0; // returns number of fake clients/bots virtual int GetMaxClients(void) const = 0; // returns current client limit virtual IClient* GetClient(int index) = 0; // returns interface to client virtual int GetClientCount() const = 0; // returns number of clients slots (used& unused) virtual int GetUDPPort(void) const = 0; // returns current used UDP port virtual float GetTime(void) const = 0; // returns game world time virtual int GetTick(void) const = 0; // returns game world tick virtual float GetTickInterval(void) const = 0; // tick interval in seconds virtual float GetTimescale( void) const = 0; // returns the game time scale (multiplied in // conjunction with host_timescale) virtual const char* GetName(void) const = 0; // public server name virtual const char* GetMapName(void) const = 0; // current map name (BSP) virtual int GetSpawnCount(void) const = 0; virtual int GetNumClasses(void) const = 0; virtual int GetClassBits(void) const = 0; virtual void GetNetStats( float& avgIn, float& avgOut) = 0; // total net in/out in bytes/sec virtual int GetNumPlayers() = 0; virtual bool GetPlayerInfo(int nClientIndex, IEngineClient::player_info_t* pinfo) = 0; virtual bool IsActive(void) const = 0; virtual bool IsLoading(void) const = 0; virtual bool IsDedicated(void) const = 0; virtual bool IsPaused(void) const = 0; virtual bool IsMultiplayer(void) const = 0; virtual bool IsPausable() const = 0; virtual bool IsHLTV() const = 0; virtual bool IsReplay() const = 0; virtual const char* GetPassword() const = 0; // returns the password or NULL if none set virtual void SetPaused(bool paused) = 0; virtual void SetTimescale(float flTimescale) = 0; virtual void SetPassword( const char* password) = 0; // set password (NULL to disable) virtual void BroadcastMessage(INetMessage& msg, bool onlyActive = false, bool reliable = false) = 0; virtual void BroadcastMessage(INetMessage& msg, IRecipientFilter& filter) = 0; virtual void DisconnectClient(IClient* client, const char* reason) = 0; }; class CGameServer : public IServer {};