//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef CL_DEMO_H #define CL_DEMO_H #ifdef _WIN32 #pragma once #endif #include "demofile.h" #include "cl_demoactionmanager.h" struct DemoCommandQueue { DemoCommandQueue() { tick = 0; } int tick; democmdinfo_t info; int filepos; }; // When skipping forward through a replay it is important to stop // occasionally and process the backlog of packets. Otherwise if you // skip forward too far you will cause data structures to grow far // beyond their intended size. This can lead to overflows and out-of-memory // errors, and it can waste memory because some of these data structures // never release their memory after hitting a high-water mark. const unsigned nMaxConsecutiveSkipPackets = 100; class CDemoPlayer : public IDemoPlayer { public: // IDemoPlayer interface implementation: CDemoPlayer(); ~CDemoPlayer(); virtual CDemoFile *GetDemoFile(); virtual bool StartPlayback( const char *filename, bool bAsTimeDemo ); virtual void PausePlayback( float seconds ); virtual void SkipToTick( int tick, bool bRelative, bool bPause ); virtual void SetEndTick( int tick ); virtual void ResumePlayback( void ); virtual void StopPlayback( void ); virtual int GetPlaybackStartTick( void ); virtual int GetPlaybackTick( void ); virtual float GetPlaybackTimeScale( void ); virtual int GetTotalTicks( void ); virtual bool IsPlayingBack( void ); virtual bool IsPlaybackPaused( void ); virtual bool IsPlayingTimeDemo( void ); virtual bool IsSkipping( void ); virtual bool CanSkipBackwards( void ) { return false; } virtual void SetPlaybackTimeScale( float timescale ); virtual void InterpolateViewpoint(); // override viewpoint virtual netpacket_t *ReadPacket( void ); virtual void ResetDemoInterpolation( void ); virtual int GetProtocolVersion(); virtual bool ShouldLoopDemos() { return true; } virtual void OnLastDemoInLoopPlayed() {} virtual bool IsLoading( void ); public: // other public functions void MarkFrame( float flFPSVariability ); void SetBenchframe( int tick, const char *filename ); void ResyncDemoClock( void ); bool CheckPausedPlayback( void ); void WriteTimeDemoResults( void ); bool ParseAheadForInterval( int curtick, int intervalticks ); void InterpolateDemoCommand( int targettick, DemoCommandQueue& prev, DemoCommandQueue& next ); protected: bool OverrideView( democmdinfo_t& info ); virtual void OnStopCommand(); public: CDemoFile m_DemoFile; int m_nStartTick; // For synchronizing playback during timedemo. int m_nPreviousTick; netpacket_t m_DemoPacket; // last read demo packet bool m_bPlayingBack; // true if demo playback bool m_bPlaybackPaused; // true if demo is paused right now float m_flAutoResumeTime; // how long do we pause demo playback float m_flPlaybackRateModifier; int m_nSkipToTick; // skip to tick ASAP, -1 = off int m_nEndTick; // if nonzero, stop playback once we reach this tick bool m_bLoading; // true if demo is loading unsigned m_nSkipPacketsPlayed; // Track consecutive skip packets returned to avoid excess // view origin/angle interpolation: CUtlVector< DemoCommandQueue > m_DestCmdInfo; democmdinfo_t m_LastCmdInfo; bool m_bInterpolateView; bool m_bResetInterpolation; // timedemo stuff: bool m_bTimeDemo; // ture if in timedemo mode int m_nTimeDemoStartFrame; // host_tickcount at start double m_flTimeDemoStartTime; // Sys_FloatTime() at second frame of timedemo float m_flTotalFPSVariability; // Frame rate variability int m_nTimeDemoCurrentFrame; // last frame we read a packet // benchframe stuff int m_nSnapshotTick; char m_SnapshotFilename[MAX_OSPATH]; }; class CDemoRecorder : public IDemoRecorder { public: ~CDemoRecorder(); CDemoRecorder(); CDemoFile *GetDemoFile( void ); int GetRecordingTick( void ); void StartRecording( const char *filename, bool bContinuously ); void SetSignonState( int state ); bool IsRecording( void ); void PauseRecording( void ); void ResumeRecording( void ); void StopRecording( void ); void RecordCommand( const char *cmdstring ); // record a console command void RecordUserInput( int cmdnumber ); // record a user input command void RecordMessages( bf_read &data, int bits ); // add messages to current packet void RecordPacket( void ); // packet finished, write all recorded stuff to file void RecordServerClasses( ServerClass *pClasses ); // packet finished, write all recorded stuff to file void RecordStringTables(); void ResetDemoInterpolation( void ); protected: void ResyncDemoClock( void ); void StartupDemoFile( void ); void StartupDemoHeader( void ); void CloseDemoFile( void ); void GetClientCmdInfo( democmdinfo_t& info ); void WriteDemoCvars( void ); void WriteBSPDecals( void ); void WriteMessages( bf_write &message ); bool ComputeNextIncrementalDemoFilename( char *name, int namesize ); public: CDemoFile m_DemoFile; // For synchronizing playback during timedemo. int m_nStartTick; // host_tickcount when starting recoring // Name of demo file we are appending onto. char m_szDemoBaseName[ MAX_OSPATH ]; // For demo file handle bool m_bIsDemoHeader; // true, if m_hDemoFile is the header file bool m_bCloseDemoFile; // if true, demo file will be closed ASAP bool m_bRecording; // true if recording bool m_bContinuously; // start new record after each int m_nDemoNumber; // demo count, increases each changelevel int m_nFrameCount; // # of demo frames in this segment. bf_write m_MessageData; // temp buffer for all network messages bool m_bResetInterpolation; }; extern CDemoRecorder *g_pClientDemoRecorder; inline CDemoPlayer *ToClientDemoPlayer( IDemoPlayer *pDemoPlayer ) { return static_cast< CDemoPlayer * >( pDemoPlayer ); } #endif // CL_DEMO_H