ddnet/src/engine/server.h

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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#ifndef ENGINE_SERVER_H
#define ENGINE_SERVER_H
#include "kernel.h"
#include "message.h"
class IServer : public IInterface
{
MACRO_INTERFACE("server", 0)
protected:
int m_CurrentGameTick;
int m_TickSpeed;
public:
/*
Structure: CClientInfo
*/
struct CClientInfo
{
const char *m_pName;
int m_Latency;
};
int Tick() const { return m_CurrentGameTick; }
int TickSpeed() const { return m_TickSpeed; }
virtual const char *ClientName(int ClientID) = 0;
virtual const char *ClientClan(int ClientID) = 0;
virtual int ClientCountry(int ClientID) = 0;
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virtual bool ClientIngame(int ClientID) = 0;
virtual int GetClientInfo(int ClientID, CClientInfo *pInfo) = 0;
virtual void GetClientAddr(int ClientID, char *pAddrStr, int Size) = 0;
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virtual int *LatestInput(int ClientID, int *pSize) = 0;
virtual int SendMsg(CMsgPacker *pMsg, int Flags, int ClientID) = 0;
template<class T>
int SendPackMsg(T *pMsg, int Flags, int ClientID)
{
CMsgPacker Packer(pMsg->MsgID());
if(pMsg->Pack(&Packer))
return -1;
return SendMsg(&Packer, Flags, ClientID);
}
virtual void SetClientName(int ClientID, char const *pName) = 0;
virtual void SetClientClan(int ClientID, char const *pClan) = 0;
virtual void SetClientCountry(int ClientID, int Country) = 0;
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virtual void SetClientScore(int ClientID, int Score) = 0;
virtual int SnapNewID() = 0;
virtual void SnapFreeID(int ID) = 0;
virtual void *SnapNewItem(int Type, int ID, int Size) = 0;
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virtual void SnapSetStaticsize(int ItemType, int Size) = 0;
virtual bool IsAuthed(int ClientID) = 0;
virtual void Kick(int ClientID, const char *pReason) = 0;
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};
class IGameServer : public IInterface
{
MACRO_INTERFACE("gameserver", 0)
protected:
public:
virtual void OnInit() = 0;
virtual void OnConsoleInit() = 0;
virtual void OnShutdown() = 0;
virtual void OnTick() = 0;
virtual void OnPreSnap() = 0;
virtual void OnSnap(int ClientID) = 0;
virtual void OnPostSnap() = 0;
virtual void OnMessage(int MsgID, CUnpacker *pUnpacker, int ClientID) = 0;
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virtual void OnClientConnected(int ClientID) = 0;
virtual void OnClientEnter(int ClientID) = 0;
virtual void OnClientDrop(int ClientID, const char *pReason) = 0;
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virtual void OnClientDirectInput(int ClientID, void *pInput) = 0;
virtual void OnClientPredictedInput(int ClientID, void *pInput) = 0;
virtual bool IsClientReady(int ClientID) = 0;
virtual bool IsClientPlayer(int ClientID) = 0;
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virtual const char *GameType() = 0;
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virtual const char *Version() = 0;
virtual const char *NetVersion() = 0;
};
extern IGameServer *CreateGameServer();
#endif