ddnet/src/engine/client.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_CLIENT_H
#define ENGINE_CLIENT_H
#include "kernel.h"
#include "message.h"
#include "graphics.h"
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#include <engine/friends.h>
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enum
{
RECORDER_MANUAL=0,
RECORDER_AUTO=1,
RECORDER_RACE=2,
RECORDER_REPLAYS=3,
RECORDER_MAX=4,
};
typedef bool (*CLIENTFUNC_FILTER)(const void *pData, int DataSize, void *pUser);
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class IClient : public IInterface
{
MACRO_INTERFACE("client", 0)
protected:
// quick access to state of the client
int m_State;
// quick access to time variables
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int m_PrevGameTick[2];
int m_CurGameTick[2];
float m_GameIntraTick[2];
float m_GameTickTime[2];
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int m_PredTick[2];
float m_PredIntraTick[2];
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float m_LocalTime;
float m_RenderFrameTime;
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int m_GameTickSpeed;
float m_FrameTimeAvg;
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public:
char m_aNews[3000];
int64 m_ReconnectTime;
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class CSnapItem
{
public:
int m_Type;
int m_ID;
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int m_DataSize;
};
/* Constants: Client States
STATE_OFFLINE - The client is offline.
STATE_CONNECTING - The client is trying to connect to a server.
STATE_LOADING - The client has connected to a server and is loading resources.
STATE_ONLINE - The client is connected to a server and running the game.
STATE_DEMOPLAYBACK - The client is playing a demo
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STATE_QUITING - The client is quitting.
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*/
enum
{
STATE_OFFLINE=0,
STATE_CONNECTING,
STATE_LOADING,
STATE_ONLINE,
STATE_DEMOPLAYBACK,
STATE_QUITING,
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STATE_RESTARTING,
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};
//
inline int State() const { return m_State; }
// tick time access
inline int PrevGameTick(int Dummy) const { return m_PrevGameTick[Dummy]; }
inline int GameTick(int Dummy) const { return m_CurGameTick[Dummy]; }
inline int PredGameTick(int Dummy) const { return m_PredTick[Dummy]; }
inline float IntraGameTick(int Dummy) const { return m_GameIntraTick[Dummy]; }
inline float PredIntraGameTick(int Dummy) const { return m_PredIntraTick[Dummy]; }
inline float GameTickTime(int Dummy) const { return m_GameTickTime[Dummy]; }
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inline int GameTickSpeed() const { return m_GameTickSpeed; }
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// other time access
inline float RenderFrameTime() const { return m_RenderFrameTime; }
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inline float LocalTime() const { return m_LocalTime; }
inline float FrameTimeAvg() const { return m_FrameTimeAvg; }
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// actions
virtual void Connect(const char *pAddress, const char *pPassword = NULL) = 0;
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virtual void Disconnect() = 0;
// dummy
virtual void DummyDisconnect(const char *pReason) = 0;
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virtual void DummyConnect() = 0;
virtual bool DummyConnected() = 0;
virtual bool DummyConnecting() = 0;
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virtual void Restart() = 0;
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virtual void Quit() = 0;
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virtual const char *DemoPlayer_Play(const char *pFilename, int StorageType) = 0;
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#if defined(CONF_VIDEORECORDER)
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virtual const char *DemoPlayer_Render(const char *pFilename, int StorageType, const char *pVideoName, int SpeedIndex) = 0;
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#endif
virtual void DemoRecorder_Start(const char *pFilename, bool WithTimestamp, int Recorder) = 0;
virtual void DemoRecorder_HandleAutoStart() = 0;
virtual void DemoRecorder_Stop(int Recorder, bool RemoveFile = false) = 0;
virtual class IDemoRecorder *DemoRecorder(int Recorder) = 0;
virtual void AutoScreenshot_Start() = 0;
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virtual void AutoStatScreenshot_Start() = 0;
virtual void AutoCSV_Start() = 0;
virtual void ServerBrowserUpdate() = 0;
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// gfx
virtual void SwitchWindowScreen(int Index) = 0;
virtual void ToggleFullscreen() = 0;
virtual void ToggleWindowBordered() = 0;
virtual void ToggleWindowVSync() = 0;
virtual void LoadFont() = 0;
virtual void Notify(const char *pTitle, const char *pMessage) = 0;
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// networking
virtual void EnterGame() = 0;
//
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virtual const char *MapDownloadName() = 0;
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virtual int MapDownloadAmount() = 0;
virtual int MapDownloadTotalsize() = 0;
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// input
virtual int *GetInput(int Tick, int IsDummy = 0) = 0;
virtual int *GetDirectInput(int Tick, int IsDummy = 0) = 0;
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// remote console
virtual void RconAuth(const char *pUsername, const char *pPassword) = 0;
virtual bool RconAuthed() = 0;
virtual bool UseTempRconCommands() = 0;
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virtual void Rcon(const char *pLine) = 0;
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// server info
virtual void GetServerInfo(class CServerInfo *pServerInfo) = 0;
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virtual int GetPredictionTime() = 0;
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// snapshot interface
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enum
{
SNAP_CURRENT=0,
SNAP_PREV=1
};
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// TODO: Refactor: should redo this a bit i think, too many virtual calls
virtual int SnapNumItems(int SnapID) = 0;
virtual void *SnapFindItem(int SnapID, int Type, int ID) = 0;
virtual void *SnapGetItem(int SnapID, int Index, CSnapItem *pItem) = 0;
virtual int SnapItemSize(int SnapID, int Index) = 0;
virtual void SnapInvalidateItem(int SnapID, int Index) = 0;
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virtual void SnapSetStaticsize(int ItemType, int Size) = 0;
virtual int SendMsg(CMsgPacker *pMsg, int Flags) = 0;
virtual int SendMsgY(CMsgPacker *pMsg, int Flags, int NetClient=1) = 0;
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template<class T>
int SendPackMsg(T *pMsg, int Flags)
{
CMsgPacker Packer(pMsg->MsgID(), false);
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if(pMsg->Pack(&Packer))
return -1;
return SendMsg(&Packer, Flags);
}
//
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virtual const char *ErrorString() = 0;
virtual const char *LatestVersion() = 0;
virtual bool ConnectionProblems() = 0;
virtual bool SoundInitFailed() = 0;
virtual IGraphics::CTextureHandle GetDebugFont() = 0; // TODO: remove this function
//DDRace
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virtual const char *GetCurrentMap() = 0;
virtual const char *GetCurrentMapPath() = 0;
virtual unsigned GetMapCrc() = 0;
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virtual int GetCurrentRaceTime() = 0;
virtual void RaceRecord_Start(const char *pFilename) = 0;
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virtual void RaceRecord_Stop() = 0;
virtual bool RaceRecord_IsRecording() = 0;
virtual void DemoSliceBegin() = 0;
virtual void DemoSliceEnd() = 0;
virtual void DemoSlice(const char *pDstPath, CLIENTFUNC_FILTER pfnFilter, void *pUser) = 0;
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virtual void RequestDDNetInfo() = 0;
virtual bool EditorHasUnsavedData() = 0;
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virtual void GenerateTimeoutSeed() = 0;
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virtual IFriends* Foes() = 0;
virtual void GetSmoothTick(int *pSmoothTick, float *pSmoothIntraTick, float MixAmount) = 0;
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};
class IGameClient : public IInterface
{
MACRO_INTERFACE("gameclient", 0)
protected:
public:
virtual void OnConsoleInit() = 0;
virtual void OnRconType(bool UsernameReq) = 0;
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virtual void OnRconLine(const char *pLine) = 0;
virtual void OnInit() = 0;
virtual void OnNewSnapshot() = 0;
virtual void OnEnterGame() = 0;
virtual void OnShutdown() = 0;
virtual void OnRender() = 0;
virtual void OnUpdate() = 0;
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virtual void OnStateChange(int NewState, int OldState) = 0;
virtual void OnConnected() = 0;
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virtual void OnMessage(int MsgID, CUnpacker *pUnpacker, bool IsDummy = 0) = 0;
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virtual void OnPredict() = 0;
virtual void OnActivateEditor() = 0;
virtual int OnSnapInput(int *pData, bool Dummy, bool Force) = 0;
virtual void OnDummySwap() = 0;
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virtual void SendDummyInfo(bool Start) = 0;
virtual int GetLastRaceTick() = 0;
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virtual const char *GetItemName(int Type) = 0;
virtual const char *Version() = 0;
virtual const char *NetVersion() = 0;
virtual int DDNetVersion() = 0;
virtual const char *DDNetVersionStr() = 0;
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virtual void OnDummyDisconnect() = 0;
virtual void Echo(const char *pString) = 0;
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};
extern IGameClient *CreateGameClient();
#endif