ddnet/src/game/server/gamecontext.h

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#ifndef GAME_SERVER_GAMECONTEXT_H
#define GAME_SERVER_GAMECONTEXT_H
#include <engine/server.h>
#include <engine/console.h>
#include <engine/shared/memheap.h>
#include <game/layers.h>
#include "eventhandler.h"
#include "gamecontroller.h"
#include "gameworld.h"
#include "player.h"
#include "score.h"
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/*
Tick
Game Context (CGameContext::tick)
Game World (GAMEWORLD::tick)
Reset world if requested (GAMEWORLD::reset)
All entities in the world (ENTITY::tick)
All entities in the world (ENTITY::tick_defered)
Remove entities marked for deletion (GAMEWORLD::remove_entities)
Game Controller (GAMECONTROLLER::tick)
All players (CPlayer::tick)
Snap
Game Context (CGameContext::snap)
Game World (GAMEWORLD::snap)
All entities in the world (ENTITY::snap)
Game Controller (GAMECONTROLLER::snap)
Events handler (EVENT_HANDLER::snap)
All players (CPlayer::snap)
*/
class CGameContext : public IGameServer
{
IServer *m_pServer;
class IConsole *m_pConsole;
CLayers m_Layers;
CCollision m_Collision;
CNetObjHandler m_NetObjHandler;
CTuningParams m_Tuning;
class IScore *m_pScore;
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static void ConMute(IConsole::IResult *pResult, void *pUserData, int cid);
static void ConSetlvl(IConsole::IResult *pResult, void *pUserData, int cid);
static void ConKillPlayer(IConsole::IResult *pResult, void *pUserData, int cid);
static void ConNinjaMe(IConsole::IResult *pResult, void *pUserData, int cid);
static void ConNinja(IConsole::IResult *pResult, void *pUserData, int cid);
static void ConHammerMe(IConsole::IResult *pResult, void *pUserData, int cid);
static void ConHammer(IConsole::IResult *pResult, void *pUserData, int cid);
static void ConUnSuperMe(IConsole::IResult *pResult, void *pUserData, int cid);
static void ConUnSuper(IConsole::IResult *pResult, void *pUserData, int cid);
static void ConSuper(IConsole::IResult *pResult, void *pUserData, int cid);
static void ConSuperMe(IConsole::IResult *pResult, void *pUserData, int cid);
static void ConShotgun(IConsole::IResult *pResult, void *pUserData, int cid);
static void ConShotgunMe(IConsole::IResult *pResult, void *pUserData, int cid);
static void ConGrenade(IConsole::IResult *pResult, void *pUserData, int cid);
static void ConGrenadeMe(IConsole::IResult *pResult, void *pUserData, int cid);
static void ConRifle(IConsole::IResult *pResult, void *pUserData, int cid);
static void ConRifleMe(IConsole::IResult *pResult, void *pUserData, int cid);
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static void ConLaser(IConsole::IResult *pResult, void *pUserData, int cid);
static void ConLaserMe(IConsole::IResult *pResult, void *pUserData, int cid);
static void ConWeapons(IConsole::IResult *pResult, void *pUserData, int cid);
static void ConWeaponsMe(IConsole::IResult *pResult, void *pUserData, int cid);
static void ConTeleport(IConsole::IResult *pResult, void *pUserData, int cid);
static void ConTuneParam(IConsole::IResult *pResult, void *pUserData, int cid);
static void ConTuneReset(IConsole::IResult *pResult, void *pUserData, int cid);
static void ConTuneDump(IConsole::IResult *pResult, void *pUserData, int cid);
static void ConPhook(IConsole::IResult *pResult, void *pUserData, int cid);
static void ConFreeze(IConsole::IResult *pResult, void *pUserData, int cid);
static void ConUnFreeze(IConsole::IResult *pResult, void *pUserData, int cid);
static void ConTimerStop(IConsole::IResult *pResult, void *pUserData, int cid);
static void ConTimerStart(IConsole::IResult *pResult, void *pUserData, int cid);
static void ConTimerReStart(IConsole::IResult *pResult, void *pUserData, int cid);
static void ConTimerZero(IConsole::IResult *pResult, void *pUserData, int cid);
static void ConChangeMap(IConsole::IResult *pResult, void *pUserData, int cid);
static void ConRestart(IConsole::IResult *pResult, void *pUserData, int cid);
static void ConBroadcast(IConsole::IResult *pResult, void *pUserData, int cid);
static void ConSay(IConsole::IResult *pResult, void *pUserData, int cid);
static void ConSetTeam(IConsole::IResult *pResult, void *pUserData, int cid);
static void ConGoLeft(IConsole::IResult *pResult, void *pUserData, int cid);
static void ConGoRight(IConsole::IResult *pResult, void *pUserData, int cid);
static void ConGoUp(IConsole::IResult *pResult, void *pUserData, int cid);
static void ConGoDown(IConsole::IResult *pResult, void *pUserData, int cid);
static void ConAddVote(IConsole::IResult *pResult, void *pUserData, int cid);
static void ConVote(IConsole::IResult *pResult, void *pUserData, int cid);
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static void ConchainSpecialMotdupdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData);
CGameContext(int Resetting);
void Construct(int Resetting);
bool m_Resetting;
public:
IServer *Server() const { return m_pServer; }
class IConsole *Console() { return m_pConsole; }
CCollision *Collision() { return &m_Collision; }
CTuningParams *Tuning() { return &m_Tuning; }
class IScore *Score() { return m_pScore; }
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CGameContext();
~CGameContext();
void Clear();
CEventHandler m_Events;
CPlayer *m_apPlayers[MAX_CLIENTS];
//bool m_Cheats;
//bool m_EndlessDrag;
//bool m_Tunes;
//bool m_PlayersCollision;
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IGameController *m_pController;
CGameWorld m_World;
// helper functions
class CCharacter *GetPlayerChar(int ClientId);
// voting
void StartVote(const char *pDesc, const char *pCommand);
void EndVote();
void SendVoteSet(int ClientId);
void SendVoteStatus(int ClientId, int Total, int Yes, int No);
void AbortVoteKickOnDisconnect(int ClientId);
bool CheatsAvailable(int cid);
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int m_VoteCreator;
int64 m_VoteCloseTime;
bool m_VoteUpdate;
int m_VotePos;
char m_aVoteDescription[512];
char m_aVoteCommand[512];
int m_VoteEnforce;
enum
{
VOTE_ENFORCE_UNKNOWN=0,
VOTE_ENFORCE_NO,
VOTE_ENFORCE_YES,
};
struct CVoteOption
{
CVoteOption *m_pNext;
CVoteOption *m_pPrev;
char m_aCommand[1];
};
CHeap *m_pVoteOptionHeap;
CVoteOption *m_pVoteOptionFirst;
CVoteOption *m_pVoteOptionLast;
// helper functions
void CreateDamageInd(vec2 Pos, float AngleMod, int Amount);
void CreateExplosion(vec2 Pos, int Owner, int Weapon, bool NoDamage);
void CreateSmoke(vec2 Pos);
void CreateHammerHit(vec2 Pos);
void CreatePlayerSpawn(vec2 Pos);
void CreateDeath(vec2 Pos, int Who);
void CreateSound(vec2 Pos, int Sound, int Mask=-1);
void CreateSoundGlobal(int Sound, int Target=-1);
enum
{
CHAT_ALL=-2,
CHAT_SPEC=-1,
CHAT_RED=0,
CHAT_BLUE=1
};
// network
void SendChatTarget(int To, const char *pText);
void SendChat(int ClientId, int Team, const char *pText);
void SendEmoticon(int ClientId, int Emoticon);
void SendWeaponPickup(int ClientId, int Weapon);
void SendBroadcast(const char *pText, int ClientId);
//
void CheckPureTuning();
void SendTuningParams(int ClientId);
// engine events
virtual void OnInit();
virtual void OnConsoleInit();
virtual void OnShutdown();
virtual void OnTick();
virtual void OnPreSnap();
virtual void OnSnap(int ClientId);
virtual void OnPostSnap();
virtual void OnMessage(int MsgId, CUnpacker *pUnpacker, int ClientId);
virtual void OnClientConnected(int ClientId);
virtual void OnClientEnter(int ClientId);
virtual void OnClientDrop(int ClientId);
virtual void OnClientDirectInput(int ClientId, void *pInput);
virtual void OnClientPredictedInput(int ClientId, void *pInput);
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virtual void OnSetAuthed(int ClientId,int Level);
virtual void OnSetResistent(int ClientId, int Resistent);
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virtual const char *Version();
virtual const char *NetVersion();
};
inline int CmaskAll() { return -1; }
inline int CmaskOne(int ClientId) { return 1<<ClientId; }
inline int CmaskAllExceptOne(int ClientId) { return 0x7fffffff^CmaskOne(ClientId); }
inline bool CmaskIsSet(int Mask, int ClientId) { return (Mask&CmaskOne(ClientId)) != 0; }
#endif