//========= Copyright Valve Corporation, All rights reserved. ============// // // Defines entity interface between engine and DLLs. // This header file included by engine files and DLL files. // // Before including this header, DLLs must: // include edict.h // This is conveniently done for them in extdll.h // // $NoKeywords: $ // //============================================================================= #ifndef EIFACEV21_H #define EIFACEV21_H #ifdef _WIN32 #pragma once #endif #include "convar.h" #include "icvar.h" #include "edict.h" #include "iserverentity.h" #include "engine/ivmodelinfo.h" #include "soundflags.h" #include "bitvec.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 bf_read; class bf_write; class IRecipientFilter; class CBaseEntity; class ITraceFilter; struct client_textmessage_t; class INetChannelInfo; class ISpatialPartition; class IScratchPad3D; class CStandardSendProxiesV1; // Terrain Modification Types enum TerrainModType { TMod_Sphere = 0, // sphere that pushes all vertices out along their normal. TMod_Suck, TMod_AABB }; class CTerrainModParams { public: // Flags for m_Flags. enum { TMOD_SUCKTONORMAL = ( 1 << 0 ), // For TMod_Suck, suck into m_Normal rather than on +Z. TMOD_STAYABOVEORIGINAL = ( 1 << 1 ) // For TMod_Suck, don't go below the original vert on Z. }; CTerrainModParams() { m_Flags = 0; } // people always forget to init this Vector m_vCenter; Vector m_vNormal; // If TMod_Suck and TMOD_SUCKTONORMAL is set. int m_Flags; // Combination of TMOD_ flags. float m_flRadius; Vector m_vecMin; // Bounding box. Vector m_vecMax; float m_flStrength; // for TMod_Suck float m_flMorphTime; // time over which the morph takes place }; class CSpeculativeTerrainModVert { public: Vector m_vOriginal; // vertex position before any mods Vector m_vCurrent; // current vertex position Vector m_vNew; // vertex position if the mod were applied }; //----------------------------------------------------------------------------- // Terrain modification interface //----------------------------------------------------------------------------- class ITerrainMod { public: //--------------------------------------------------------------------- // Initialize the terrain modifier. //--------------------------------------------------------------------- virtual void Init( const CTerrainModParams ¶ms ) = 0; //--------------------------------------------------------------------- // Apply the terrain modifier to the surface. The vertex should be // moved from its original position to the target position. // Return true if the position is modified. //--------------------------------------------------------------------- virtual bool ApplyMod( Vector &vecTargetPos, Vector const &vecOriginalPos ) = 0; //--------------------------------------------------------------------- // Apply the terrain modifier to the surface. The vertex should from // its original position toward the target position bassed on the // morph time. // Return true if the posistion is modified. //--------------------------------------------------------------------- virtual bool ApplyModAtMorphTime( Vector &vecTargetPos, const Vector&vecOriginalPos, float flCurrentTime, float flMorphTime ) = 0; //--------------------------------------------------------------------- // Get the bounding box for things that this mod can affect (note that // it CAN move things outside of this bounding box). //--------------------------------------------------------------------- virtual void GetBBox( Vector &vecBBMin, Vector &vecBBMax ) = 0; }; //----------------------------------------------------------------------------- // Purpose: Interface the engine exposes to the game DLL //----------------------------------------------------------------------------- #define VENGINESERVER_INTERFACEVERSION_21 "VEngineServer021" namespace VEngineServerV21 { 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; // For ConCommand parsing or parsing client commands issued by players typing at their console // Retrieves the raw command string (untokenized) virtual const char *Cmd_Args( void ) = 0; // Returns the number of tokens in the command string virtual int Cmd_Argc( void ) = 0; // Retrieves a specified token virtual char *Cmd_Argv( int argc ) = 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/closes 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; // Apply a modification to the terrain. virtual void ApplyTerrainMod( TerrainModType type, CTerrainModParams const ¶ms ) = 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 ) = 0; // A trigger entity moved, update spatial partition virtual void TriggerMoved( edict_t *pTriggerEnt ) = 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; virtual void InsertServerCommand( const char *str ) = 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; }; } // end namespace //----------------------------------------------------------------------------- // Purpose: These are the interfaces that the game .dll exposes to the engine //----------------------------------------------------------------------------- #define SERVERGAMEDLL_INTERFACEVERSION_3 "ServerGameDLL003" namespace ServerGameDLLV3 { 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; // 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 ) = 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 CStandardSendProxiesV1* GetStandardSendProxies() = 0; }; } // end namespace //----------------------------------------------------------------------------- // 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_1 "VEngineRandom001" //----------------------------------------------------------------------------- // Purpose: Interface to get at server entities //----------------------------------------------------------------------------- #define SERVERGAMEENTS_INTERFACEVERSION_1 "ServerGameEnts001" namespace ServerGameEntsV1 { 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; }; } // end namespace ServerGameEntsV1 //----------------------------------------------------------------------------- // Purpose: Player / Client related functions //----------------------------------------------------------------------------- #define SERVERGAMECLIENTS_INTERFACEVERSION_3 "ServerGameClients003" namespace ServerGameClientsV3 { 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 ) = 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 ) = 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; }; } // end namespace ServerGameClientsV3 #define UPLOADGAMESTATS_INTERFACEVERSION_1 "ServerUploadGameStats001" namespace UploadGameStatsV1 { 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. }; } // end namespace UploadGameStatsV1 #endif // EIFACEV21_H