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