//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef ISERVERNETWORKABLE_H #define ISERVERNETWORKABLE_H #ifdef _WIN32 #pragma once #endif #include "ihandleentity.h" #include "basetypes.h" #include "bitvec.h" #include "const.h" #include "bspfile.h" // Entities can span this many clusters before we revert to a slower area checking algorithm #define MAX_FAST_ENT_CLUSTERS 4 #define MAX_ENT_CLUSTERS 64 #define MAX_WORLD_AREAS 8 class ServerClass; class SendTable; struct edict_t; class CBaseEntity; class CSerialEntity; class CBaseNetworkable; class CCheckTransmitInfo { public: edict_t *m_pClientEnt; // pointer to receiver edict byte m_PVS[PAD_NUMBER( MAX_MAP_CLUSTERS,8 ) / 8]; int m_nPVSSize; // PVS size in bytes CBitVec *m_pTransmitEdict; // entity n is already marked for transmission CBitVec *m_pTransmitAlways; // entity n is always sent even if not in PVS (HLTV and Replay only) int m_AreasNetworked; // number of networked areas int m_Areas[MAX_WORLD_AREAS]; // the areas // This is used to determine visibility, so if the previous state // is the same as the current state (along with pvs and areas networked), // then the parts of the map that the player can see haven't changed. byte m_AreaFloodNums[MAX_MAP_AREAS]; int m_nMapAreas; }; //----------------------------------------------------------------------------- // Stores information necessary to perform PVS testing. //----------------------------------------------------------------------------- struct PVSInfo_t { // headnode for the entity's bounding box short m_nHeadNode; // number of clusters or -1 if too many short m_nClusterCount; // cluster indices unsigned short *m_pClusters; // For dynamic "area portals" short m_nAreaNum; short m_nAreaNum2; // current position float m_vCenter[3]; private: unsigned short m_pClustersInline[MAX_FAST_ENT_CLUSTERS]; friend class CVEngineServer; }; // IServerNetworkable is the interface the engine uses for all networkable data. class IServerNetworkable { // These functions are handled automatically by the server_class macros and CBaseNetworkable. public: // Gets at the entity handle associated with the collideable virtual IHandleEntity *GetEntityHandle() = 0; // Tell the engine which class this object is. virtual ServerClass* GetServerClass() = 0; virtual edict_t *GetEdict() const = 0; virtual const char* GetClassName() const = 0; virtual void Release() = 0; virtual int AreaNum() const = 0; // In place of a generic QueryInterface. virtual CBaseNetworkable* GetBaseNetworkable() = 0; virtual CBaseEntity* GetBaseEntity() = 0; // Only used by game code. virtual PVSInfo_t* GetPVSInfo() = 0; // get current visibilty data protected: // Should never call delete on this! virtual ~IServerNetworkable() {} }; #endif // ISERVERNETWORKABLE_H