/* (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. */ #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; virtual bool ClientIngame(int ClientID) = 0; virtual int GetClientInfo(int ClientID, CClientInfo *pInfo) = 0; virtual void GetClientAddr(int ClientID, char *pAddrStr, int Size) = 0; virtual int SendMsg(CMsgPacker *pMsg, int Flags, int ClientID) = 0; template 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; 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; virtual void SnapSetStaticsize(int ItemType, int Size) = 0; virtual int IsAuthed(int ClientID) = 0; virtual void Kick(int ClientID, const char *pReason) = 0; // DDRace virtual void GetClientAddr(int ClientID, NETADDR *pAddr) = 0; virtual void SetRconLevel(int ClientID, int Level) = 0; virtual void SetClientAuthed(int ClientID, int Authed) = 0; }; 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; virtual void OnClientConnected(int ClientID) = 0; virtual void OnClientEnter(int ClientID) = 0; virtual void OnClientDrop(int ClientID, const char *pReason) = 0; 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; virtual const char *GameType() = 0; virtual const char *Version() = 0; virtual const char *NetVersion() = 0; // DDRace virtual void OnSetAuthed(int ClientID,int Level) = 0; virtual bool PlayerCollision() = 0; virtual bool PlayerHooking() = 0; }; extern IGameServer *CreateGameServer(); #endif