Update INetworkGameServer

This commit is contained in:
GAMMACASE 2024-03-27 04:49:12 +03:00
parent 12479b44d2
commit c6b64d5fb0

View File

@ -15,6 +15,7 @@
#include <resourcefile/resourcetype.h>
#include <tier1/checksum_crc.h>
#include <engine/IEngineService.h>
#include <netadr.h>
class IGameSpawnGroupMgr;
struct EventServerAdvanceTick_t;
@ -28,56 +29,149 @@ class CServerChangelevelState;
class ISource2WorldSession;
class INetworkGameClient;
class GameSessionConfiguration_t;
class KeyValues3;
class CSVCMsg_ServerInfo_t;
class CServerSideClientBase;
class CCLCMsg_SplitPlayerConnect_t;
typedef int ChallengeType_t;
abstract_class INetworkGameServer : public IConnectionlessPacketHandler
{
public:
virtual void Init( const GameSessionConfiguration_t &, const char * ) = 0;
virtual void SetGameSpawnGroupMgr( IGameSpawnGroupMgr * ) = 0;
virtual void SetGameSessionManifest( HGameResourceManifest ) = 0;
virtual void RegisterLoadingSpawnGroups( CUtlVector<unsigned int> & ) = 0;
virtual void Shutdown( void ) = 0;
virtual void AddRef( void ) = 0;
virtual void Release ( void ) = 0;
virtual CGlobalVars *GetGlobals(void) = 0;
virtual bool IsActive( void ) const = 0;
virtual bool IsPaused( void ) const = 0;
virtual void SetServerTick( int tick ) = 0;
virtual int GetServerTick( void ) const = 0; // returns game world tick
// returns game world tick
virtual int GetServerTick( void ) const = 0;
virtual void SetFinalSimulationTickThisFrame( int ) = 0;
virtual int GetMaxClients( void ) const = 0; // returns current client limit
virtual float GetTickInterval( void ) const = 0; // tick interval in seconds
// returns current client limit
virtual int GetMaxClients( void ) const = 0;
virtual void ServerAdvanceTick( const EventServerAdvanceTick_t & ) = 0;
virtual void ServerPollNetworking( const EventServerPollNetworking_t & ) = 0;
virtual void ServerProcessNetworking( const EventServerProcessNetworking_t & ) = 0;
virtual void ServerSimulate( const EventServerSimulate_t & ) = 0;
virtual void ServerPostSimulate( const EventServerPostSimulate_t & ) = 0;
virtual void LoadSpawnGroup( const SpawnGroupDesc_t & ) = 0;
virtual void AsyncUnloadSpawnGroup( unsigned int, /*ESpawnGroupUnloadOption*/ int ) = 0;
virtual void PrintSpawnGroupStatus( void ) const = 0;
virtual float GetTimescale( void ) const = 0; // returns the game time scale (multiplied in conjunction with host_timescale)
// returns the game time scale (multiplied in conjunction with host_timescale)
virtual float GetTimescale( void ) const = 0;
virtual bool IsSaveRestoreAllowed( void ) const = 0;
virtual void SetMapName( const char *pszNewName ) = 0;
virtual const char *GetMapName( void ) const = 0; // current map name (BSP)
// current map name (BSP)
virtual const char *GetMapName( void ) const = 0;
virtual const char *GetAddonName( void ) const = 0;
virtual bool IsBackgroundMap( void ) const = 0;
virtual float GetTime( void ) const = 0; // returns game world time
virtual void ActivateServer( void ) = 0;
virtual void PrepareForAssetLoad( void ) = 0;
virtual int GetServerNetworkAddress( void ) = 0;
// returns game world time (GetServerTick() * tick_interval)
virtual float GetTime( void ) const = 0;
virtual bool ActivateServer( void ) = 0;
virtual bool PrepareForAssetLoad( void ) = 0;
virtual netadr_t GetServerNetworkAddress( void ) = 0;
virtual SpawnGroupHandle_t FindSpawnGroupByName( const char *pszName ) = 0;
virtual void MakeSpawnGroupActive( SpawnGroupHandle_t ) = 0;
virtual void SynchronouslySpawnGroup( SpawnGroupHandle_t ) = 0;
virtual void SetServerState( server_state_t ) = 0;
virtual void SpawnServer( const char * ) = 0;
virtual int GetSpawnGroupLoadingStatus( SpawnGroupHandle_t ) = 0;
virtual void SetSpawnGroupDescription( SpawnGroupHandle_t, const char * ) = 0;
virtual CUtlVector<INetworkGameClient *> *StartChangeLevel( const char *, const char *pszLandmark, void * ) = 0;
virtual void FinishChangeLevel( CServerChangelevelState * ) = 0;
virtual bool IsChangelevelPending( void ) const = 0;
virtual void GetAllLoadingSpawnGroups( CUtlVector<SpawnGroupHandle_t> *pOut ) = 0;
virtual void PreserveSteamID( void ) = 0;
virtual void OnKickById( const CCommandContext &context, const CCommand &args) = 0;
virtual void OnKickByName( const CCommandContext &context, const CCommand &args) = 0;
virtual void unk001() = 0;
virtual void ReserveServerForQueuedGame( const char *pszReason ) = 0;
virtual void unk101() = 0;
virtual void unk102() = 0;
virtual void unk103() = 0;
virtual void BroadcastPrintf( const char *pszFmt, ... ) FMTFUNCTION( 2, 3 ) = 0;
virtual void unk201() = 0;
virtual void unk202() = 0;
virtual void unk203() = 0;
virtual void unk204() = 0;
virtual void unk205() = 0;
// Always returns -1 (0xFFFF) as a userid
virtual CPlayerUserId GetPlayerUserId( CPlayerSlot slot ) = 0;
// Always returns "GetPlayerNetworkIDString"
virtual const char *GetPlayerNetworkIDString( CPlayerSlot slot ) = 0;
// Returns udp port of this server instance
virtual int GetUDPPort() = 0;
// Returns hostname of this server instance
virtual const char *GetName() = 0;
// AMNOTE: arg names are speculative and might be incorrect!
// Sums up across all the connected players.
virtual void GetNetStats( float &inflow, float &outflow ) = 0;
virtual void FillKV3ServerInfo( KeyValues3 *out ) = 0;
virtual void unk301() = 0;
virtual void unk302() = 0;
// Returns sv_password cvar value, if it's set to "none" nullptr would be returned!
virtual const char *GetPassword() = 0;
virtual void unk401() = 0;
virtual void unk402() = 0;
virtual void FillServerInfo( CSVCMsg_ServerInfo_t *pServerInfo ) = 0;
virtual void UserInfoChanged( CPlayerSlot slot ) = 0;
// 2nd arg is unused.
virtual void GetClassBaseline( void *, ServerClass *pClass, intp *pOut ) = 0;
virtual void unk501() = 0;
virtual CServerSideClientBase *ConnectClient( const char *pszName, ns_address *pAddr, int socket, CCLCMsg_SplitPlayerConnect_t *pSplitPlayer,
const char *pszChallenge, const byte *pAuthTicket, int nAuthTicketLength, bool bIsLowViolence ) = 0;
virtual void unk601() = 0;
virtual void unk602() = 0;
virtual ChallengeType_t GetChallengeType( const ns_address &addr ) = 0;
virtual bool CheckChallenge( const ns_address &addr, const char *pszChallenge ) = 0;
virtual void CalculateCPUUsage() = 0;
};
abstract_class INetworkServerService : public IEngineService