//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //===========================================================================// #ifndef EIFACE_H #define EIFACE_H #ifdef _WIN32 #pragma once #endif #include "convar.h" #include "icvar.h" #include "edict.h" #include "mathlib/vplane.h" #include "iserverentity.h" #include "engine/ivmodelinfo.h" #include "soundflags.h" #include "bitvec.h" #include "engine/iserverplugin.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* 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; virtual void SetPausedForced( bool bPaused, float flDuration = -1.f ) = 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/.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