//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef ISERVER_H #define ISERVER_H #ifdef _WIN32 #pragma once #endif #include "bitvec.h" #include "const.h" #include "inetmsghandler.h" class INetMessage; class IRecipientFilter; class IClient; typedef struct player_info_s player_info_t; abstract_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 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, 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 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; }; #endif // ISERVER_H