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2020-08-04 13:13:01 -04:00

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C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYSYSTEM_H
#define IREPLAYSYSTEM_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "appframework/IAppSystem.h"
//----------------------------------------------------------------------------------------
class IClientReplayContext;
class IServerReplayContext;
class IGameEvent;
//----------------------------------------------------------------------------------------
abstract_class IReplaySystem : public IAppSystem {
public:
// IAppSystem:
virtual bool Connect(CreateInterfaceFn fnFactory) = 0;
virtual void Disconnect() = 0;
virtual InitReturnVal_t Init() = 0;
virtual void Shutdown() = 0;
// To be called client- & server-side
virtual void Think() = 0;
virtual bool IsReplayEnabled() = 0;
virtual bool IsRecording() = 0;
// To be called client-side only - on dedicated servers, only subs defined
virtual bool CL_Init(CreateInterfaceFn fnClientFactory) = 0;
virtual void CL_Shutdown() = 0;
virtual void CL_Render() = 0;
virtual IClientReplayContext *CL_GetContext() = 0;
// To be called server-side only
virtual bool SV_Init(CreateInterfaceFn fnFactory) = 0;
virtual void SV_Shutdown() = 0;
virtual void SV_EndRecordingSession(bool bForceSynchronousPublish =
false) = 0;
virtual void SV_SendReplayEvent(const char *pEventName,
int nClientSlot) = 0;
virtual void SV_SendReplayEvent(IGameEvent * pEvent, int nClientSlot) = 0;
virtual bool SV_ShouldBeginRecording(bool bIsInWaitingForPlayers) = 0;
virtual void SV_NotifyReplayRequested() = 0;
virtual IServerReplayContext *SV_GetContext() = 0;
};
//----------------------------------------------------------------------------------------
#define REPLAY_INTERFACE_VERSION "ReplaySystem001"
//----------------------------------------------------------------------------------------
#endif // IREPLAYSYSTEM_H