2010-05-29 07:25:38 +00:00
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#ifndef ENGINE_CLIENT_H
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#define ENGINE_CLIENT_H
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#include "kernel.h"
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#include "message.h"
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class IClient : public IInterface
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{
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MACRO_INTERFACE("client", 0)
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protected:
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// quick access to state of the client
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int m_State;
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// quick access to time variables
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int m_PrevGameTick;
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int m_CurGameTick;
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float m_GameIntraTick;
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float m_GameTickTime;
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int m_PredTick;
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float m_PredIntraTick;
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float m_LocalTime;
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float m_FrameTime;
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int m_GameTickSpeed;
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public:
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class CSnapItem
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{
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public:
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int m_Type;
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int m_Id;
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int m_DataSize;
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};
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/* Constants: Client States
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STATE_OFFLINE - The client is offline.
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STATE_CONNECTING - The client is trying to connect to a server.
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STATE_LOADING - The client has connected to a server and is loading resources.
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STATE_ONLINE - The client is connected to a server and running the game.
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STATE_DEMOPLAYBACK - The client is playing a demo
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STATE_QUITING - The client is quiting.
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*/
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enum
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{
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STATE_OFFLINE=0,
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STATE_CONNECTING,
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STATE_LOADING,
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STATE_ONLINE,
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STATE_DEMOPLAYBACK,
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STATE_QUITING,
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};
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//
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inline int State() const { return m_State; }
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// tick time access
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inline int PrevGameTick() const { return m_PrevGameTick; }
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inline int GameTick() const { return m_CurGameTick; }
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inline int PredGameTick() const { return m_PredTick; }
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inline float IntraGameTick() const { return m_GameIntraTick; }
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inline float PredIntraGameTick() const { return m_PredIntraTick; }
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inline float GameTickTime() const { return m_GameTickTime; }
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inline int GameTickSpeed() const { return m_GameTickSpeed; }
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// other time access
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inline float FrameTime() const { return m_FrameTime; }
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inline float LocalTime() const { return m_LocalTime; }
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// actions
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virtual void Connect(const char *pAddress) = 0;
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virtual void Disconnect() = 0;
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virtual void Quit() = 0;
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virtual const char *DemoPlayer_Play(const char *pFilename) = 0;
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2010-08-09 12:14:15 +00:00
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virtual void DemoRecorder_Start(const char *pFilename) = 0;
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2010-05-29 07:25:38 +00:00
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// networking
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virtual void EnterGame() = 0;
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//
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virtual int MapDownloadAmount() = 0;
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virtual int MapDownloadTotalsize() = 0;
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// input
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virtual int *GetInput(int Tick) = 0;
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// remote console
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virtual void RconAuth(const char *pUsername, const char *pPassword) = 0;
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virtual bool RconAuthed() = 0;
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virtual void Rcon(const char *pLine) = 0;
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// server info
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virtual void GetServerInfo(class CServerInfo *pServerInfo) = 0;
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// snapshot interface
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enum
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{
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SNAP_CURRENT=0,
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SNAP_PREV=1
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};
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// TODO: Refactor: should redo this a bit i think, too many virtual calls
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virtual int SnapNumItems(int SnapId) = 0;
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virtual void *SnapFindItem(int SnapId, int Type, int Id) = 0;
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virtual void *SnapGetItem(int SnapId, int Index, CSnapItem *pItem) = 0;
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virtual void SnapInvalidateItem(int SnapId, int Index) = 0;
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virtual void SnapSetStaticsize(int ItemType, int Size) = 0;
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virtual int SendMsg(CMsgPacker *pMsg, int Flags) = 0;
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template<class T>
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int SendPackMsg(T *pMsg, int Flags)
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{
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CMsgPacker Packer(pMsg->MsgID());
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if(pMsg->Pack(&Packer))
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return -1;
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return SendMsg(&Packer, Flags);
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}
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//
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virtual const char *UserDirectory() = 0;
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//
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virtual const char *ErrorString() = 0;
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virtual const char *LatestVersion() = 0;
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virtual bool ConnectionProblems() = 0;
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};
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class IGameClient : public IInterface
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{
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MACRO_INTERFACE("gameclient", 0)
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protected:
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public:
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virtual void OnConsoleInit() = 0;
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virtual void OnRconLine(const char *pLine) = 0;
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virtual void OnInit() = 0;
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virtual void OnNewSnapshot() = 0;
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virtual void OnEnterGame() = 0;
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virtual void OnShutdown() = 0;
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virtual void OnRender() = 0;
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virtual void OnStateChange(int NewState, int OldState) = 0;
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virtual void OnConnected() = 0;
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virtual void OnMessage(int MsgId, CUnpacker *pUnpacker) = 0;
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virtual void OnPredict() = 0;
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virtual int OnSnapInput(int *pData) = 0;
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virtual const char *GetItemName(int Type) = 0;
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virtual const char *Version() = 0;
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virtual const char *NetVersion() = 0;
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};
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extern IGameClient *CreateGameClient();
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#endif
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