//========= Copyright Valve Corporation, All rights reserved. ============// // //---------------------------------------------------------------------------------------- #ifndef REPLAYSERVER_H #define REPLAYSERVER_H #ifdef _WIN32 #pragma once #endif #include "baseserver.h" #include "replaydemo.h" #include "clientframe.h" #include "networkstringtable.h" #include "dt_recv.h" #include "replay/ireplayserver.h" #include #define REPLAY_BUFFER_DIRECTOR 0 // director commands #define REPLAY_BUFFER_RELIABLE 1 // reliable messages #define REPLAY_BUFFER_UNRELIABLE 2 // unreliable messages #define REPLAY_BUFFER_VOICE 3 // player voice data #define REPLAY_BUFFER_SOUNDS 4 // unreliable sounds #define REPLAY_BUFFER_TEMPENTS 5 // temporary/event entities #define REPLAY_BUFFER_MAX 6 // end marker // proxy dispatch modes #define DISPATCH_MODE_OFF 0 #define DISPATCH_MODE_AUTO 1 #define DISPATCH_MODE_ALWAYS 2 class CReplayFrame : public CClientFrame { public: CReplayFrame(); virtual ~CReplayFrame(); void Reset(); // resets all data & buffers void FreeBuffers(); void AllocBuffers(); bool HasData(); void CopyReplayData( CReplayFrame &frame ); virtual bool IsMemPoolAllocated() { return false; } public: // message buffers: bf_write m_Messages[REPLAY_BUFFER_MAX]; }; struct CReplayFrameCacheEntry_s { CClientFrame* pFrame; int nTick; }; class CReplayDeltaEntityCache { struct DeltaEntityEntry_s { DeltaEntityEntry_s *pNext; int nDeltaTick; int nBits; }; public: CReplayDeltaEntityCache(); ~CReplayDeltaEntityCache(); void SetTick( int nTick, int nMaxEntities ); unsigned char* FindDeltaBits( int nEntityIndex, int nDeltaTick, int &nBits ); void AddDeltaBits( int nEntityIndex, int nDeltaTick, int nBits, bf_write *pBuffer ); void Flush(); protected: int m_nTick; // current tick int m_nMaxEntities; // max entities = length of cache int m_nCacheSize; DeltaEntityEntry_s* m_Cache[MAX_EDICTS]; // array of pointers to delta entries }; class CGameClient; class CGameServer; class IReplayDirector; class IServerReplayContext; class CReplayServer : public IGameEventListener2, public CBaseServer, public CClientFrameManager, public IReplayServer { typedef CBaseServer BaseClass; public: CReplayServer(); virtual ~CReplayServer(); public: // CBaseServer interface: virtual bool IsMultiplayer() const { return true; }; virtual bool IsReplay() const { return true; }; virtual void Init( bool bIsDedicated ); virtual void Clear(); virtual void Shutdown(); virtual void FillServerInfo(SVC_ServerInfo &serverinfo); virtual void GetNetStats( float &avgIn, float &avgOut ); virtual int GetChallengeType ( netadr_t &adr ); virtual const char *GetName() const; virtual const char *GetPassword() const; IClient *ConnectClient ( netadr_t &adr, int protocol, int challenge, int clientChallenge, int authProtocol, const char *name, const char *password, const char *hashedCDkey, int cdKeyLen ); void ReplyChallenge(netadr_t &adr, int clientChallenge ); void ReplyServerChallenge(netadr_t &adr); void RejectConnection( const netadr_t &adr, int clientChallenge, const char *s ); CBaseClient *CreateFakeClient(const char *name); public: // IGameEventListener2 interface: void FireGameEvent( IGameEvent *event ); int m_nDebugID; int GetEventDebugID(); public: // IReplayServer interface: virtual IServer *GetBaseServer(); virtual IReplayDirector *GetDirector() { return NULL; } virtual int GetReplaySlot(); // return entity index-1 of Replay in game virtual float GetOnlineTime(); // seconds since broadcast started virtual void BroadcastEvent( IGameEvent *event ) { } virtual bool IsRecording() { return m_DemoRecorder.IsRecording(); } virtual void StartRecording(); virtual void StopRecording(); public: // CBaseServer overrides: virtual void SetMaxClients( int number ); virtual void UserInfoChanged( int nClientIndex ); public: void StartMaster(CGameClient *client); // start Replay server as master proxy bool SendNetMsg( INetMessage &msg, bool bForceReliable = false ); void RunFrame(); void Changelevel(); CClientFrame *AddNewFrame( CClientFrame * pFrame ); // add new frame, returns Replay's copy void LinkInstanceBaselines(); bf_write *GetBuffer( int nBuffer); CClientFrame *GetDeltaFrame( int nTick ); protected: virtual bool ShouldUpdateMasterServer(); private: void UpdateTick(); void InstallStringTables(); void RestoreTick( int tick ); void EntityPVSCheck( CClientFrame *pFrame ); void InitClientRecvTables(); void FreeClientRecvTables(); void ResyncDemoClock(); public: CGameClient *m_MasterClient; // if != NULL, this is the master Replay CReplayDemoRecorder m_DemoRecorder; // Replay demo object for recording and playback CGameServer *m_Server; // pointer to source server (sv.) int m_nFirstTick; // first known server tick; int m_nLastTick; // last tick from AddFrame() CReplayFrame *m_CurrentFrame; // current delayed Replay frame int m_nViewEntity; // the current entity Replay is tracking int m_nPlayerSlot; // slot of Replay client on game server CReplayFrame m_ReplayFrame; // all incoming messages go here until Snapshot is made bool m_bSignonState; // true if connecting to server float m_flStartTime; float m_flFPS; // FPS the proxy is running; int m_nGameServerMaxClients; // max clients on game server float m_fNextSendUpdateTime; // time to send next Replay status messages RecvTable *m_pRecvTables[MAX_DATATABLES]; int m_nRecvTables; Vector m_vPVSOrigin; bool m_bMasterOnlyMode; netadr_t m_RootServer; // Replay root server int m_nGlobalSlots; int m_nGlobalClients; int m_nGlobalProxies; CNetworkStringTableContainer m_NetworkStringTables; CReplayDeltaEntityCache m_DeltaCache; CUtlVector m_FrameCache; private: void SendPendingEvents(); // Send events to clients regarding start/stop/replays available float m_flStartRecordTime; float m_flStopRecordTime; }; extern CReplayServer *replay; // The global Replay server/object. NULL on xbox. #endif // REPLAYSERVER_H