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

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C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#ifndef EIFACE_H
#define EIFACE_H
#ifdef _WIN32
#pragma once
#endif
#include "bitvec.h"
#include "convar.h"
#include "edict.h"
#include "engine/iserverplugin.h"
#include "engine/ivmodelinfo.h"
#include "icvar.h"
#include "iserverentity.h"
#include "mathlib/vplane.h"
#include "soundflags.h"
#include "tier1/bitbuf.h"
//-----------------------------------------------------------------------------
// forward declarations
//-----------------------------------------------------------------------------
class SendTable;
class ServerClass;
class IMoveHelper;
struct Ray_t;
class CGameTrace;
typedef CGameTrace trace_t;
struct typedescription_t;
class CSaveRestoreData;
struct datamap_t;
class SendTable;
class ServerClass;
class IMoveHelper;
struct Ray_t;
struct studiohdr_t;
class CBaseEntity;
class CRestore;
class CSave;
class variant_t;
struct vcollide_t;
class IRecipientFilter;
class CBaseEntity;
class ITraceFilter;
struct client_textmessage_t;
class INetChannelInfo;
class ISpatialPartition;
class IScratchPad3D;
class CStandardSendProxies;
class IAchievementMgr;
class CGamestatsData;
class CSteamID;
class IReplayFactory;
class IReplaySystem;
class IServer;
typedef struct player_info_s player_info_t;
//-----------------------------------------------------------------------------
// defines
//-----------------------------------------------------------------------------
#ifdef _WIN32
#define DLLEXPORT __stdcall
#else
#define DLLEXPORT /* */
#endif
#define INTERFACEVERSION_VENGINESERVER_VERSION_21 "VEngineServer021"
#define INTERFACEVERSION_VENGINESERVER_VERSION_22 "VEngineServer022"
#define INTERFACEVERSION_VENGINESERVER "VEngineServer023"
#define INTERFACEVERSION_VENGINESERVER_INT 23
struct bbox_t {
Vector mins;
Vector maxs;
};
//-----------------------------------------------------------------------------
// Purpose: Interface the engine exposes to the game DLL
//-----------------------------------------------------------------------------
abstract_class IVEngineServer {
public:
// Tell engine to change level ( "changelevel s1\n" or "changelevel2 s1
// s2\n" )
virtual void ChangeLevel(const char *s1, const char *s2) = 0;
// Ask engine whether the specified map is a valid map file (exists and has
// valid version number).
virtual int IsMapValid(const char *filename) = 0;
// Is this a dedicated server?
virtual bool IsDedicatedServer(void) = 0;
// Is in Hammer editing mode?
virtual int IsInEditMode(void) = 0;
// Add to the server/client lookup/precache table, the specified string is
// given a unique index NOTE: The indices for PrecacheModel are 1 based
// a 0 returned from those methods indicates the model or sound was not
// correctly precached
// However, generic and decal are 0 based
// If preload is specified, the file is loaded into the server/client's
// cache memory before level startup, otherwise
// it'll only load when actually used (which can cause a disk i/o hitch if
// it occurs during play of a level).
virtual int PrecacheModel(const char *s, bool preload = false) = 0;
virtual int PrecacheSentenceFile(const char *s, bool preload = false) = 0;
virtual int PrecacheDecal(const char *name, bool preload = false) = 0;
virtual int PrecacheGeneric(const char *s, bool preload = false) = 0;
// Check's if the name is precached, but doesn't actually precache the name
// if not...
virtual bool IsModelPrecached(char const *s) const = 0;
virtual bool IsDecalPrecached(char const *s) const = 0;
virtual bool IsGenericPrecached(char const *s) const = 0;
// Note that sounds are precached using the IEngineSound interface
// Special purpose PVS checking
// Get the cluster # for the specified position
virtual int GetClusterForOrigin(const Vector &org) = 0;
// Get the PVS bits for a specified cluster and copy the bits into
// outputpvs. Returns the number of bytes needed to pack the PVS
virtual int GetPVSForCluster(int cluster, int outputpvslength,
unsigned char *outputpvs) = 0;
// Check whether the specified origin is inside the specified PVS
virtual bool CheckOriginInPVS(
const Vector &org, const unsigned char *checkpvs, int checkpvssize) = 0;
// Check whether the specified worldspace bounding box is inside the
// specified PVS
virtual bool CheckBoxInPVS(const Vector &mins, const Vector &maxs,
const unsigned char *checkpvs,
int checkpvssize) = 0;
// Returns the server assigned userid for this player. Useful for logging
// frags, etc.
// returns -1 if the edict couldn't be found in the list of players.
virtual int GetPlayerUserId(const edict_t *e) = 0;
virtual const char *GetPlayerNetworkIDString(const edict_t *e) = 0;
// Return the current number of used edict slots
virtual int GetEntityCount(void) = 0;
// Given an edict, returns the entity index
virtual int IndexOfEdict(const edict_t *pEdict) = 0;
// Given and entity index, returns the corresponding edict pointer
virtual edict_t *PEntityOfEntIndex(int iEntIndex) = 0;
// Get stats info interface for a client netchannel
virtual INetChannelInfo *GetPlayerNetInfo(int playerIndex) = 0;
// Allocate space for string and return index/offset of string in global
// string list If iForceEdictIndex is not -1, then it will return the edict
// with that index. If that edict index is already used, it'll return null.
virtual edict_t *CreateEdict(int iForceEdictIndex = -1) = 0;
// Remove the specified edict and place back into the free edict list
virtual void RemoveEdict(edict_t * e) = 0;
// Memory allocation for entity class data
virtual void *PvAllocEntPrivateData(long cb) = 0;
virtual void FreeEntPrivateData(void *pEntity) = 0;
// Save/restore uses a special memory allocator (which zeroes newly
// allocated memory, etc.)
virtual void *SaveAllocMemory(size_t num, size_t size) = 0;
virtual void SaveFreeMemory(void *pSaveMem) = 0;
// Emit an ambient sound associated with the specified entity
virtual void EmitAmbientSound(
int entindex, const Vector &pos, const char *samp, float vol,
soundlevel_t soundlevel, int fFlags, int pitch, float delay = 0.0f) = 0;
// Fade out the client's volume level toward silence (or fadePercent)
virtual void FadeClientVolume(const edict_t *pEdict, float fadePercent,
float fadeOutSeconds, float holdTime,
float fadeInSeconds) = 0;
// Sentences / sentence groups
virtual int SentenceGroupPick(int groupIndex, char *name,
int nameBufLen) = 0;
virtual int SentenceGroupPickSequential(int groupIndex, char *name,
int nameBufLen, int sentenceIndex,
int reset) = 0;
virtual int SentenceIndexFromName(const char *pSentenceName) = 0;
virtual const char *SentenceNameFromIndex(int sentenceIndex) = 0;
virtual int SentenceGroupIndexFromName(const char *pGroupName) = 0;
virtual const char *SentenceGroupNameFromIndex(int groupIndex) = 0;
virtual float SentenceLength(int sentenceIndex) = 0;
// Issue a command to the command parser as if it was typed at the server
// console.
virtual void ServerCommand(const char *str) = 0;
// Execute any commands currently in the command parser immediately (instead
// of once per frame)
virtual void ServerExecute(void) = 0;
// Issue the specified command to the specified client (mimics that client
// typing the command at the console).
virtual void ClientCommand(edict_t * pEdict,
PRINTF_FORMAT_STRING const char *szFmt, ...) = 0;
// Set the lightstyle to the specified value and network the change to any
// connected clients. Note that val must not
// change place in memory (use MAKE_STRING) for anything that's not
// compiled into your mod.
virtual void LightStyle(int style, const char *val) = 0;
// Project a static decal onto the specified entity / model (for level
// placed decals in the .bsp)
virtual void StaticDecal(const Vector &originInEntitySpace, int decalIndex,
int entityIndex, int modelIndex,
bool lowpriority) = 0;
// Given the current PVS(or PAS) and origin, determine which players should
// hear/receive the message
virtual void Message_DetermineMulticastRecipients(
bool usepas, const Vector &origin,
CBitVec<ABSOLUTE_PLAYER_LIMIT> &playerbits) = 0;
// Begin a message from a server side entity to its client side counterpart
// (func_breakable glass, e.g.)
virtual bf_write *EntityMessageBegin(int ent_index, ServerClass *ent_class,
bool reliable) = 0;
// Begin a usermessage from the server to the client .dll
virtual bf_write *UserMessageBegin(IRecipientFilter * filter,
int msg_type) = 0;
// Finish the Entity or UserMessage and dispatch to network layer
virtual void MessageEnd(void) = 0;
// Print szMsg to the client console.
virtual void ClientPrintf(edict_t * pEdict, const char *szMsg) = 0;
// SINGLE PLAYER/LISTEN SERVER ONLY (just matching the client .dll api for
// this) Prints the formatted string to the notification area of the screen
// ( down the right hand edge
// numbered lines starting at position 0
virtual void Con_NPrintf(int pos, PRINTF_FORMAT_STRING const char *fmt,
...) = 0;
// SINGLE PLAYER/LISTEN SERVER ONLY(just matching the client .dll api for
// this) Similar to Con_NPrintf, but allows specifying custom text color and
// duration information
virtual void Con_NXPrintf(const struct con_nprint_s *info,
PRINTF_FORMAT_STRING const char *fmt, ...) = 0;
// Change a specified player's "view entity" (i.e., use the view entity
// position/orientation for rendering the client view)
virtual void SetView(const edict_t *pClient, const edict_t *pViewent) = 0;
// Get a high precision timer for doing profiling work
virtual float Time(void) = 0;
// Set the player's crosshair angle
virtual void CrosshairAngle(const edict_t *pClient, float pitch,
float yaw) = 0;
// Get the current game directory (hl2, tf2, hl1, cstrike, etc.)
virtual void GetGameDir(char *szGetGameDir, int maxlength) = 0;
// Used by AI node graph code to determine if .bsp and .ain files are out of
// date
virtual int CompareFileTime(const char *filename1, const char *filename2,
int *iCompare) = 0;
// Locks/unlocks the network string tables (.e.g, when adding bots to
// server, this needs to happen). Be sure to reset the lock after executing
// your code!!!
virtual bool LockNetworkStringTables(bool lock) = 0;
// Create a bot with the given name. Returns NULL if fake client can't be
// created
virtual edict_t *CreateFakeClient(const char *netname) = 0;
// Get a convar keyvalue for s specified client
virtual const char *GetClientConVarValue(int clientIndex,
const char *name) = 0;
// Parse a token from a file
virtual const char *ParseFile(const char *data, char *token,
int maxlen) = 0;
// Copies a file
virtual bool CopyFile(const char *source, const char *destination) = 0;
// Reset the pvs, pvssize is the size in bytes of the buffer pointed to by
// pvs. This should be called right before any calls to AddOriginToPVS
virtual void ResetPVS(byte * pvs, int pvssize) = 0;
// Merge the pvs bits into the current accumulated pvs based on the
// specified origin ( not that each pvs origin has an 8 world unit fudge
// factor )
virtual void AddOriginToPVS(const Vector &origin) = 0;
// Mark a specified area portal as open/closed.
// Use SetAreaPortalStates if you want to set a bunch of them at a time.
virtual void SetAreaPortalState(int portalNumber, int isOpen) = 0;
// Queue a temp entity for transmission
virtual void PlaybackTempEntity(IRecipientFilter & filter, float delay,
const void *pSender, const SendTable *pST,
int classID) = 0;
// Given a node number and the specified PVS, return with the node is in the
// PVS
virtual int CheckHeadnodeVisible(int nodenum, const byte *pvs,
int vissize) = 0;
// Using area bits, cheeck whether area1 flows into area2 and vice versa
// (depends on area portal state)
virtual int CheckAreasConnected(int area1, int area2) = 0;
// Given an origin, determine which area index the origin is within
virtual int GetArea(const Vector &origin) = 0;
// Get area portal bit set
virtual void GetAreaBits(int area, unsigned char *bits, int buflen) = 0;
// Given a view origin (which tells us the area to start looking in) and a
// portal key, fill in the plane that leads out of this area (it points into
// whatever area it leads to).
virtual bool GetAreaPortalPlane(Vector const &vViewOrigin, int portalKey,
VPlane *pPlane) = 0;
// Save/restore wrapper - FIXME: At some point we should move this to it's
// own interface
virtual bool LoadGameState(char const *pMapName, bool createPlayers) = 0;
virtual void LoadAdjacentEnts(const char *pOldLevel,
const char *pLandmarkName) = 0;
virtual void ClearSaveDir() = 0;
// Get the pristine map entity lump string. (e.g., used by CS to reload the
// map entities when restarting a round.)
virtual const char *GetMapEntitiesString() = 0;
// Text message system -- lookup the text message of the specified name
virtual client_textmessage_t *TextMessageGet(const char *pName) = 0;
// Print a message to the server log file
virtual void LogPrint(const char *msg) = 0;
// Builds PVS information for an entity
virtual void BuildEntityClusterList(edict_t * pEdict,
PVSInfo_t * pPVSInfo) = 0;
// A solid entity moved, update spatial partition
virtual void SolidMoved(edict_t * pSolidEnt, ICollideable * pSolidCollide,
const Vector *pPrevAbsOrigin,
bool testSurroundingBoundsOnly) = 0;
// A trigger entity moved, update spatial partition
virtual void TriggerMoved(edict_t * pTriggerEnt,
bool testSurroundingBoundsOnly) = 0;
// Create/destroy a custom spatial partition
virtual ISpatialPartition *CreateSpatialPartition(
const Vector &worldmin, const Vector &worldmax) = 0;
virtual void DestroySpatialPartition(ISpatialPartition *) = 0;
// Draw the brush geometry in the map into the scratch pad.
// Flags is currently unused.
virtual void DrawMapToScratchPad(IScratchPad3D * pPad,
unsigned long iFlags) = 0;
// This returns which entities, to the best of the server's knowledge, the
// client currently knows about. This is really which entities were in the
// snapshot that this client last acked. This returns a bit vector with one
// bit for each entity.
//
// USE WITH CARE. Whatever tick the client is really currently on is subject
// to timing and ordering differences, so you should account for about a
// quarter-second discrepancy in here. Also, this will return NULL if the
// client doesn't exist or if this client hasn't acked any frames yet.
//
// iClientIndex is the CLIENT index, so if you use pPlayer->entindex(),
// subtract 1.
virtual const CBitVec<MAX_EDICTS> *GetEntityTransmitBitsForClient(
int iClientIndex) = 0;
// Is the game paused?
virtual bool IsPaused() = 0;
// Marks the filename for consistency checking. This should be called after
// precaching the file.
virtual void ForceExactFile(const char *s) = 0;
virtual void ForceModelBounds(const char *s, const Vector &mins,
const Vector &maxs) = 0;
virtual void ClearSaveDirAfterClientLoad() = 0;
// Sets a USERINFO client ConVar for a fakeclient
virtual void SetFakeClientConVarValue(edict_t * pEntity, const char *cvar,
const char *value) = 0;
// Marks the material (vmt file) for consistency checking. If the client
// and server have different contents for the file, the client's vmt can
// only use the VertexLitGeneric shader, and can only contain $baseTexture
// and $bumpmap vars.
virtual void ForceSimpleMaterial(const char *s) = 0;
// Is the engine in Commentary mode?
virtual int IsInCommentaryMode(void) = 0;
// Mark some area portals as open/closed. It's more efficient to use this
// than a bunch of individual SetAreaPortalState calls.
virtual void SetAreaPortalStates(const int *portalNumbers,
const int *isOpen, int nPortals) = 0;
// Called when relevant edict state flags change.
virtual void NotifyEdictFlagsChange(int iEdict) = 0;
// Only valid during CheckTransmit. Also, only the PVS, networked areas, and
// m_pTransmitInfo are valid in the returned strucutre.
virtual const CCheckTransmitInfo *GetPrevCheckTransmitInfo(
edict_t * pPlayerEdict) = 0;
virtual CSharedEdictChangeInfo *GetSharedEdictChangeInfo() = 0;
// Tells the engine we can immdiately re-use all edict indices
// even though we may not have waited enough time
virtual void AllowImmediateEdictReuse() = 0;
// Returns true if the engine is an internal build. i.e. is using the
// internal bugreporter.
virtual bool IsInternalBuild(void) = 0;
virtual IChangeInfoAccessor *GetChangeAccessor(const edict_t *pEdict) = 0;
// Name of most recently load .sav file
virtual char const *GetMostRecentlyLoadedFileName() = 0;
virtual char const *GetSaveFileName() = 0;
// Matchmaking
virtual void MultiplayerEndGame() = 0;
virtual void ChangeTeam(const char *pTeamName) = 0;
// Cleans up the cluster list
virtual void CleanUpEntityClusterList(PVSInfo_t * pPVSInfo) = 0;
virtual void SetAchievementMgr(IAchievementMgr * pAchievementMgr) = 0;
virtual IAchievementMgr *GetAchievementMgr() = 0;
virtual int GetAppID() = 0;
virtual bool IsLowViolence() = 0;
// Call this to find out the value of a cvar on the client.
//
// It is an asynchronous query, and it will call
// IServerGameDLL::OnQueryCvarValueFinished when the value comes in from the
// client.
//
// Store the return value if you want to match this specific query to the
// OnQueryCvarValueFinished call. Returns InvalidQueryCvarCookie if the
// entity is invalid.
virtual QueryCvarCookie_t StartQueryCvarValue(edict_t * pPlayerEntity,
const char *pName) = 0;
virtual void InsertServerCommand(const char *str) = 0;
// Fill in the player info structure for the specified player index (name,
// model, etc.)
virtual bool GetPlayerInfo(int ent_num, player_info_t *pinfo) = 0;
// Returns true if this client has been fully authenticated by Steam
virtual bool IsClientFullyAuthenticated(edict_t * pEdict) = 0;
// This makes the host run 1 tick per frame instead of checking the system
// timer to see how many ticks to run in a certain frame. i.e. it does the
// same thing timedemo does.
virtual void SetDedicatedServerBenchmarkMode(bool bBenchmarkMode) = 0;
// Methods to set/get a gamestats data container so client & server running
// in same process can send combined data
virtual void SetGamestatsData(CGamestatsData * pGamestatsData) = 0;
virtual CGamestatsData *GetGamestatsData() = 0;
// Returns the SteamID of the specified player. It'll be NULL if the player
// hasn't authenticated yet.
virtual const CSteamID *GetClientSteamID(edict_t * pPlayerEdict) = 0;
// Returns the SteamID of the game server
virtual const CSteamID *GetGameServerSteamID() = 0;
// Send a client command keyvalues
// keyvalues are deleted inside the function
virtual void ClientCommandKeyValues(edict_t * pEdict,
KeyValues * pCommand) = 0;
// Returns the SteamID of the specified player. It'll be NULL if the player
// hasn't authenticated yet.
virtual const CSteamID *GetClientSteamIDByPlayerIndex(int entnum) = 0;
// Gets a list of all clusters' bounds. Returns total number of clusters.
virtual int GetClusterCount() = 0;
virtual int GetAllClusterBounds(bbox_t * pBBoxList, int maxBBox) = 0;
// Create a bot with the given name. Returns NULL if fake client can't be
// created
virtual edict_t *CreateFakeClientEx(const char *netname,
bool bReportFakeClient = true) = 0;
// Server version from the steam.inf, this will be compared to the GC
// version
virtual int GetServerVersion() const = 0;
// Get sv.GetTime()
virtual float GetServerTime() const = 0;
// Exposed for server plugin authors
virtual IServer *GetIServer() = 0;
virtual bool IsPlayerNameLocked(const edict_t *pEdict) = 0;
virtual bool CanPlayerChangeName(const edict_t *pEdict) = 0;
// Find the canonical name of a map, given a partial or non-canonical map
// name. Except in the case of an exact match, pMapName is updated to the
// canonical name of the match. NOTE That this is subject to the same
// limitation as ServerGameDLL::CanProvideLevel -- This is non-blocking, so
// it
// is possible that blocking ServerGameDLL::PrepareLevelResources call
// may be able to pull a better match than is immediately available to
// this call (e.g. blocking lookups of cloud maps)
enum eFindMapResult {
// A direct match for this name was found
eFindMap_Found,
// No match for this map name could be found.
eFindMap_NotFound,
// A fuzzy match for this mapname was found and pMapName was updated to
// the full name.
// Ex: cp_dust -> cp_dustbowl
eFindMap_FuzzyMatch,
// A match for this map name was found, and the map name was updated to
// the canonical version of the
// name.
// Ex: workshop/1234 -> workshop/cp_qualified_name.ugc1234
eFindMap_NonCanonical,
// No currently available match for this map name could be found, but it
// may be possible to load ( see caveat
// about PrepareLevelResources above )
eFindMap_PossiblyAvailable
};
virtual eFindMapResult FindMap(/* in/out */ char *pMapName,
int nMapNameMax) = 0;
};
// These only differ in new items added to the end
typedef IVEngineServer IVEngineServer021;
typedef IVEngineServer IVEngineServer022;
#define INTERFACEVERSION_SERVERGAMEDLL_VERSION_8 "ServerGameDLL008"
#define INTERFACEVERSION_SERVERGAMEDLL_VERSION_9 "ServerGameDLL009"
#define INTERFACEVERSION_SERVERGAMEDLL "ServerGameDLL010"
#define INTERFACEVERSION_SERVERGAMEDLL_INT 10
class IServerGCLobby;
//-----------------------------------------------------------------------------
// Purpose: These are the interfaces that the game .dll exposes to the engine
//-----------------------------------------------------------------------------
abstract_class IServerGameDLL {
public:
// Initialize the game (one-time call when the DLL is first loaded )
// Return false if there is an error during startup.
virtual bool DLLInit(
CreateInterfaceFn engineFactory, CreateInterfaceFn physicsFactory,
CreateInterfaceFn fileSystemFactory, CGlobalVars * pGlobals) = 0;
// Setup replay interfaces on the server
virtual bool ReplayInit(CreateInterfaceFn fnReplayFactory) = 0;
// This is called when a new game is started. (restart, map)
virtual bool GameInit(void) = 0;
// Called any time a new level is started (after GameInit() also on level
// transitions within a game)
virtual bool LevelInit(char const *pMapName, char const *pMapEntities,
char const *pOldLevel, char const *pLandmarkName,
bool loadGame, bool background) = 0;
// The server is about to activate
virtual void ServerActivate(edict_t * pEdictList, int edictCount,
int clientMax) = 0;
// The server should run physics/think on all edicts
virtual void GameFrame(bool simulating) = 0;
// Called once per simulation frame on the final tick
virtual void PreClientUpdate(bool simulating) = 0;
// Called when a level is shutdown (including changing levels)
virtual void LevelShutdown(void) = 0;
// This is called when a game ends (server disconnect, death, restart, load)
// NOT on level transitions within a game
virtual void GameShutdown(void) = 0;
// Called once during DLL shutdown
virtual void DLLShutdown(void) = 0;
// Get the simulation interval (must be compiled with identical values into
// both client and game .dll for MOD!!!) Right now this is only requested at
// server startup time so it can't be changed on the fly, etc.
virtual float GetTickInterval(void) const = 0;
// Give the list of datatable classes to the engine. The engine matches
// class names from here with
// edict_t::classname to figure out how to encode a class's data for
// networking
virtual ServerClass *GetAllServerClasses(void) = 0;
// Returns string describing current .dll. e.g., TeamFortress 2,
// Half-Life 2.
// Hey, it's more descriptive than just the name of the game directory
virtual const char *GetGameDescription(void) = 0;
// Let the game .dll allocate it's own network/shared string tables
virtual void CreateNetworkStringTables(void) = 0;
// Save/restore system hooks
virtual CSaveRestoreData *SaveInit(int size) = 0;
virtual void SaveWriteFields(CSaveRestoreData *, const char *, void *,
datamap_t *, typedescription_t *, int) = 0;
virtual void SaveReadFields(CSaveRestoreData *, const char *, void *,
datamap_t *, typedescription_t *, int) = 0;
virtual void SaveGlobalState(CSaveRestoreData *) = 0;
virtual void RestoreGlobalState(CSaveRestoreData *) = 0;
virtual void PreSave(CSaveRestoreData *) = 0;
virtual void Save(CSaveRestoreData *) = 0;
virtual void GetSaveComment(char *comment, int maxlength, float flMinutes,
float flSeconds, bool bNoTime = false) = 0;
virtual void WriteSaveHeaders(CSaveRestoreData *) = 0;
virtual void ReadRestoreHeaders(CSaveRestoreData *) = 0;
virtual void Restore(CSaveRestoreData *, bool) = 0;
virtual bool IsRestoring() = 0;
// Returns the number of entities moved across the transition
virtual int CreateEntityTransitionList(CSaveRestoreData *, int) = 0;
// Build the list of maps adjacent to the current map
virtual void BuildAdjacentMapList(void) = 0;
// Retrieve info needed for parsing the specified user message
virtual bool GetUserMessageInfo(int msg_type, char *name, int maxnamelength,
int &size) = 0;
// Hand over the StandardSendProxies in the game DLL's module.
virtual CStandardSendProxies *GetStandardSendProxies() = 0;
// Called once during startup, after the game .dll has been loaded and after
// the client .dll has also been loaded
virtual void PostInit() = 0;
// Called once per frame even when no level is loaded...
virtual void Think(bool finalTick) = 0;
#ifdef _XBOX
virtual void GetTitleName(const char *pMapName, char *pTitleBuff,
int titleBuffSize) = 0;
#endif
virtual void PreSaveGameLoaded(char const *pSaveName,
bool bCurrentlyInGame) = 0;
// Returns true if the game DLL wants the server not to be made public.
// Used by commentary system to hide multiplayer commentary servers from the
// master.
virtual bool ShouldHideServer(void) = 0;
virtual void InvalidateMdlCache() = 0;
// * This function is new with version 6 of the interface.
//
// This is called when a query from
// IServerPluginHelpers::StartQueryCvarValue is finished. iCookie is the
// value returned by IServerPluginHelpers::StartQueryCvarValue. Added with
// version 2 of the interface.
virtual void OnQueryCvarValueFinished(
QueryCvarCookie_t iCookie, edict_t * pPlayerEntity,
EQueryCvarValueStatus eStatus, const char *pCvarName,
const char *pCvarValue) = 0;
// Called after the steam API has been activated post-level startup
virtual void GameServerSteamAPIActivated(void) = 0;
// Called after the steam API has been shutdown post-level startup
virtual void GameServerSteamAPIShutdown(void) = 0;
virtual void SetServerHibernation(bool bHibernating) = 0;
// interface to the new GC based lobby system
virtual IServerGCLobby *GetServerGCLobby() = 0;
// Return override string to show in the server browser
// "map" column, or NULL to just use the default value
// (the map name)
virtual const char *GetServerBrowserMapOverride() = 0;
// Get gamedata string to send to the master serer updater.
virtual const char *GetServerBrowserGameData() = 0;
// Called to add output to the status command
virtual void Status(void (*print)(const char *fmt, ...)) = 0;
// Informs the game we would like to load this level, giving it a chance to
// prepare dynamic resources.
//
// - pszMapName is the name of the map we're looking for, and may be
// overridden to e.g. the canonical name of the
// map.
//
// - pszMapFile is the file we intend to use for this map ( e.g.
// maps/<mapname>.bsp ), and may be overridden to the
// file representing this map name. ( e.g.
// /path/to/steamapps/workshop/cp_mymap.ugc12345.bsp )
//
// This call is blocking, and may block for extended periods. See
// AsyncPrepareLevelResources below.
virtual void PrepareLevelResources(
/* in/out */ char *pszMapName, size_t nMapNameSize,
/* in/out */ char *pszMapFile, size_t nMapFileSize) = 0;
// Asynchronous version of PrepareLevelResources. Returns preparation status
// of map when called. If passed, flProgress is filled with the current
// progress percentage [ 0.f to 1.f ] for the InProgress result
enum ePrepareLevelResourcesResult {
// Good to go
ePrepareLevelResources_Prepared,
// Game DLL is async preparing (e.g. streaming resources). flProgress
// will be filled if passed.
ePrepareLevelResources_InProgress
};
virtual ePrepareLevelResourcesResult AsyncPrepareLevelResources(
/* in/out */ char *pszMapName, size_t nMapNameSize,
/* in/out */ char *pszMapFile, size_t nMapFileSize,
float *flProgress = NULL) = 0;
// Ask the game DLL to evaluate what it would do with this map name were it
// passed to PrepareLevelResources. NOTE That this is this is syncronous and
// non-blocking, so it is possible that async PrepareLevelResources call
// may be able to pull a better match than is immediately available to
// this call (e.g. blocking lookups of cloud maps)
enum eCanProvideLevelResult {
// Have no knowledge of this level name, it will be up to the engine to
// provide. (e.g. as maps/levelname.bsp)
eCanProvideLevel_CannotProvide,
// Can provide resources for this level, and pMapName has been updated
// to the canonical name we would provide it
// under (as with PrepareLevelResources)
eCanProvideLevel_CanProvide,
// We recognize this level name as something we might be able to
// prepare, but without a blocking/async call to
// PrepareLevelResources, it is not possible to say whether it is
// available.
eCanProvideLevel_Possibly
};
virtual eCanProvideLevelResult CanProvideLevel(/* in/out */ char *pMapName,
int nMapNameMax) = 0;
// Called to see if the game server is okay with a manual changelevel or map
// command
virtual bool IsManualMapChangeOkay(const char **pszReason) = 0;
};
typedef IServerGameDLL IServerGameDLL008;
//-----------------------------------------------------------------------------
// Just an interface version name for the random number interface
// See vstdlib/random.h for the interface definition
// NOTE: If you change this, also change VENGINE_CLIENT_RANDOM_INTERFACE_VERSION
// in cdll_int.h
//-----------------------------------------------------------------------------
#define VENGINE_SERVER_RANDOM_INTERFACE_VERSION "VEngineRandom001"
#define INTERFACEVERSION_SERVERGAMEENTS "ServerGameEnts001"
//-----------------------------------------------------------------------------
// Purpose: Interface to get at server entities
//-----------------------------------------------------------------------------
abstract_class IServerGameEnts {
public:
virtual ~IServerGameEnts() {}
// Only for debugging. Set the edict base so you can get an edict's index in
// the debugger while debugging the game .dll
virtual void SetDebugEdictBase(edict_t * base) = 0;
// The engine wants to mark two entities as touching
virtual void MarkEntitiesAsTouching(edict_t * e1, edict_t * e2) = 0;
// Frees the entity attached to this edict
virtual void FreeContainingEntity(edict_t *) = 0;
// This allows the engine to get at edicts in a CGameTrace.
virtual edict_t *BaseEntityToEdict(CBaseEntity * pEnt) = 0;
virtual CBaseEntity *EdictToBaseEntity(edict_t * pEdict) = 0;
// This sets a bit in pInfo for each edict in the list that wants to be
// transmitted to the client specified in pInfo.
//
// This is also where an entity can force other entities to be transmitted
// if it refers to them with ehandles.
virtual void CheckTransmit(CCheckTransmitInfo * pInfo,
const unsigned short *pEdictIndices,
int nEdicts) = 0;
};
#define INTERFACEVERSION_SERVERGAMECLIENTS_VERSION_3 "ServerGameClients003"
#define INTERFACEVERSION_SERVERGAMECLIENTS "ServerGameClients004"
//-----------------------------------------------------------------------------
// Purpose: Player / Client related functions
//-----------------------------------------------------------------------------
abstract_class IServerGameClients {
public:
// Get server maxplayers and lower bound for same
virtual void GetPlayerLimits(int &minplayers, int &maxplayers,
int &defaultMaxPlayers) const = 0;
// Client is connecting to server ( return false to reject the connection )
// You can specify a rejection message by writing it into reject
virtual bool ClientConnect(edict_t * pEntity, const char *pszName,
const char *pszAddress, char *reject,
int maxrejectlen) = 0;
// Client is going active
// If bLoadGame is true, don't spawn the player because its state is already
// setup.
virtual void ClientActive(edict_t * pEntity, bool bLoadGame) = 0;
// Client is disconnecting from server
virtual void ClientDisconnect(edict_t * pEntity) = 0;
// Client is connected and should be put in the game
virtual void ClientPutInServer(edict_t * pEntity,
char const *playername) = 0;
// The client has typed a command at the console
virtual void ClientCommand(edict_t * pEntity, const CCommand &args) = 0;
// Sets the client index for the client who typed the command into his/her
// console
virtual void SetCommandClient(int index) = 0;
// A player changed one/several replicated cvars (name etc)
virtual void ClientSettingsChanged(edict_t * pEdict) = 0;
// Determine PVS origin and set PVS for the player/viewentity
virtual void ClientSetupVisibility(edict_t * pViewEntity, edict_t * pClient,
unsigned char *pvs, int pvssize) = 0;
// A block of CUserCmds has arrived from the user, decode them and buffer
// for execution during player simulation
virtual float ProcessUsercmds(edict_t * player, bf_read * buf, int numcmds,
int totalcmds, int dropped_packets,
bool ignore, bool paused) = 0;
// Let the game .dll do stuff after messages have been sent to all of the
// clients once the server frame is complete
virtual void PostClientMessagesSent_DEPRECIATED(void) = 0;
// For players, looks up the CPlayerState structure corresponding to the
// player
virtual CPlayerState *GetPlayerState(edict_t * player) = 0;
// Get the ear position for a specified client
virtual void ClientEarPosition(edict_t * pEntity, Vector * pEarOrigin) = 0;
// returns number of delay ticks if player is in Replay mode (0 = no delay)
virtual int GetReplayDelay(edict_t * player, int &entity) = 0;
// Anything this game .dll wants to add to the bug reporter text (e.g., the
// entity/model under the picker crosshair)
// can be added here
virtual void GetBugReportInfo(char *buf, int buflen) = 0;
// A user has had their network id setup and validated
virtual void NetworkIDValidated(const char *pszUserName,
const char *pszNetworkID) = 0;
// The client has submitted a keyvalues command
virtual void ClientCommandKeyValues(edict_t * pEntity,
KeyValues * pKeyValues) = 0;
// Hook for player spawning
virtual void ClientSpawned(edict_t * pPlayer) = 0;
};
typedef IServerGameClients IServerGameClients003;
#define INTERFACEVERSION_UPLOADGAMESTATS "ServerUploadGameStats001"
abstract_class IUploadGameStats {
public:
// Note that this call will block the server until the upload is completed,
// so use only at levelshutdown if at all.
virtual bool UploadGameStats(
char const *mapname, // Game map name
unsigned int blobversion, // Version of the binary blob data
unsigned int blobsize, // Size in bytes of blob data
const void *pvBlobData) = 0; // Pointer to the blob data.
// Call when created to init the CSER connection
virtual void InitConnection(void) = 0;
// Call periodically to poll steam for a CSER connection
virtual void UpdateConnection(void) = 0;
// If user has disabled stats tracking, do nothing
virtual bool IsGameStatsLoggingEnabled() = 0;
// Gets a non-personally identifiable unique ID for this steam user, used
// for tracking total gameplay time across
// multiple stats sessions, but isn't trackable back to their Steam account
// or id.
// Buffer should be 16 bytes, ID will come back as a hexadecimal string
// version of a GUID
virtual void GetPseudoUniqueId(char *buf, size_t bufsize) = 0;
// For determining general % of users running using cyber cafe accounts...
virtual bool IsCyberCafeUser(void) = 0;
// Only works in single player
virtual bool IsHDREnabled(void) = 0;
};
#define INTERFACEVERSION_PLUGINHELPERSCHECK "PluginHelpersCheck001"
//-----------------------------------------------------------------------------
// Purpose: allows the game dll to control which plugin functions can be run
//-----------------------------------------------------------------------------
abstract_class IPluginHelpersCheck {
public:
virtual bool CreateMessage(const char *plugin, edict_t *pEntity,
DIALOG_TYPE type, KeyValues *data) = 0;
};
//-----------------------------------------------------------------------------
// Purpose: Interface exposed from the client .dll back to the engine for
// specifying shared .dll IAppSystems (e.g., ISoundEmitterSystem)
//-----------------------------------------------------------------------------
abstract_class IServerDLLSharedAppSystems {
public:
virtual int Count() = 0;
virtual char const *GetDllName(int idx) = 0;
virtual char const *GetInterfaceName(int idx) = 0;
};
#define SERVER_DLL_SHARED_APPSYSTEMS "VServerDllSharedAppSystems001"
#define INTERFACEVERSION_SERVERGAMETAGS "ServerGameTags001"
//-----------------------------------------------------------------------------
// Purpose: querying the game dll for Server cvar tags
//-----------------------------------------------------------------------------
abstract_class IServerGameTags {
public:
// Get the list of cvars that require tags to show differently in the server
// browser
virtual void GetTaggedConVarList(KeyValues * pCvarTagList) = 0;
};
//-----------------------------------------------------------------------------
// Purpose: Provide hooks for the GC based lobby system
//-----------------------------------------------------------------------------
abstract_class IServerGCLobby {
public:
virtual bool HasLobby() const = 0;
virtual bool SteamIDAllowedToConnect(const CSteamID &steamId) const = 0;
virtual void UpdateServerDetails(void) = 0;
virtual bool ShouldHibernate() = 0;
};
#endif // EIFACE_H