64 lines
1.9 KiB
C++
64 lines
1.9 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================
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#ifndef SERVERBENCHMARK_BASE_H
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#define SERVERBENCHMARK_BASE_H
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#ifdef _WIN32
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#pragma once
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#endif
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// The base server code calls into this.
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class IServerBenchmark {
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public:
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virtual bool StartBenchmark() = 0;
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virtual void UpdateBenchmark() = 0;
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virtual void EndBenchmark() = 0;
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virtual bool IsBenchmarkRunning() = 0;
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virtual bool IsLocalBenchmarkPlayer(CBasePlayer *pPlayer) = 0;
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// Game-specific benchmark code should use this.
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virtual int RandomInt(int nMin, int nMax) = 0;
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virtual float RandomFloat(float flMin, float flMax) = 0;
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virtual int GetTickOffset() = 0;
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};
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extern IServerBenchmark *g_pServerBenchmark;
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//
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// Each game can derive from this to hook into the server benchmark.
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//
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// Hooks should always use g_pServerBenchmark->RandomInt/Float to get random
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// numbers so the benchmark is deterministic.
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//
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// If they use an absolute tick number for anything, then they should also call
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// g_pServerBenchmark->GetTickOffset() to get a tick count since the start of
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// the benchmark instead of looking at gpGlobals->tickcount.
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//
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class CServerBenchmarkHook {
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public:
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CServerBenchmarkHook();
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virtual void StartBenchmark() {}
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virtual void UpdateBenchmark() {}
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virtual void EndBenchmark() {}
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// Give a list of model names that can be spawned in for physics props
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// during the simulation.
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virtual void GetPhysicsModelNames(CUtlVector<char *> &modelNames) = 0;
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// The benchmark will call this to create a bot each time it wants to create
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// a player. If you want to manage the bots yourself, you can return NULL
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// here.
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virtual CBasePlayer *CreateBot() = 0;
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private:
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friend class CServerBenchmark;
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static CServerBenchmarkHook *s_pBenchmarkHook; // There can be only one!!
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};
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#endif // SERVERBENCHMARK_BASE_H
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