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nekohook/modules/insurgency/sdk/CGameServer.h
2020-08-04 13:13:01 -04:00

73 lines
2.9 KiB
C++

#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 {};