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240 lines
6.9 KiB
C++
240 lines
6.9 KiB
C++
/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#ifndef ENGINE_SERVER_H
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#define ENGINE_SERVER_H
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#include <base/hash.h>
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#include <base/math.h>
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#include "kernel.h"
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#include "message.h"
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#include <game/generated/protocol.h>
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#include <engine/shared/protocol.h>
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class IServer : public IInterface
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{
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MACRO_INTERFACE("server", 0)
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protected:
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int m_CurrentGameTick;
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int m_TickSpeed;
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public:
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/*
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Structure: CClientInfo
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*/
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struct CClientInfo
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{
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const char *m_pName;
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int m_Latency;
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int m_ClientVersion;
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};
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int Tick() const { return m_CurrentGameTick; }
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int TickSpeed() const { return m_TickSpeed; }
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virtual int MaxClients() const = 0;
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virtual int ClientCount() = 0;
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virtual int DistinctClientCount() = 0;
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virtual const char *ClientName(int ClientID) = 0;
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virtual const char *ClientClan(int ClientID) = 0;
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virtual int ClientCountry(int ClientID) = 0;
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virtual bool ClientIngame(int ClientID) = 0;
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virtual bool ClientAuthed(int ClientID) = 0;
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virtual int GetClientInfo(int ClientID, CClientInfo *pInfo) = 0;
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virtual void GetClientAddr(int ClientID, char *pAddrStr, int Size) = 0;
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virtual void RestrictRconOutput(int ClientID) = 0;
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virtual int SendMsg(CMsgPacker *pMsg, int Flags, int ClientID) = 0;
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template<class T>
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int SendPackMsg(T *pMsg, int Flags, int ClientID)
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{
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int result = 0;
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T tmp;
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if (ClientID == -1)
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{
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for(int i = 0; i < MAX_CLIENTS; i++)
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if(ClientIngame(i))
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{
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mem_copy(&tmp, pMsg, sizeof(T));
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result = SendPackMsgTranslate(&tmp, Flags, i);
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}
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} else {
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mem_copy(&tmp, pMsg, sizeof(T));
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result = SendPackMsgTranslate(&tmp, Flags, ClientID);
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}
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return result;
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}
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template<class T>
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int SendPackMsgTranslate(T *pMsg, int Flags, int ClientID)
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{
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return SendPackMsgOne(pMsg, Flags, ClientID);
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}
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int SendPackMsgTranslate(CNetMsg_Sv_Emoticon *pMsg, int Flags, int ClientID)
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{
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return Translate(pMsg->m_ClientID, ClientID) && SendPackMsgOne(pMsg, Flags, ClientID);
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}
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char msgbuf[1000];
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int SendPackMsgTranslate(CNetMsg_Sv_Chat *pMsg, int Flags, int ClientID)
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{
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if (pMsg->m_ClientID >= 0 && !Translate(pMsg->m_ClientID, ClientID))
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{
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str_format(msgbuf, sizeof(msgbuf), "%s: %s", ClientName(pMsg->m_ClientID), pMsg->m_pMessage);
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pMsg->m_pMessage = msgbuf;
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pMsg->m_ClientID = VANILLA_MAX_CLIENTS - 1;
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}
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return SendPackMsgOne(pMsg, Flags, ClientID);
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}
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int SendPackMsgTranslate(CNetMsg_Sv_KillMsg *pMsg, int Flags, int ClientID)
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{
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if (!Translate(pMsg->m_Victim, ClientID)) return 0;
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if (!Translate(pMsg->m_Killer, ClientID)) pMsg->m_Killer = pMsg->m_Victim;
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return SendPackMsgOne(pMsg, Flags, ClientID);
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}
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template<class T>
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int SendPackMsgOne(T *pMsg, int Flags, int ClientID)
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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, ClientID);
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}
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bool Translate(int& Target, int Client)
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{
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CClientInfo Info;
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GetClientInfo(Client, &Info);
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if (Info.m_ClientVersion >= VERSION_DDNET_OLD)
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return true;
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int *pMap = GetIdMap(Client);
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bool Found = false;
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for (int i = 0; i < VANILLA_MAX_CLIENTS; i++)
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{
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if (Target == pMap[i])
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{
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Target = i;
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Found = true;
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break;
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}
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}
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return Found;
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}
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bool ReverseTranslate(int& Target, int Client)
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{
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CClientInfo Info;
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GetClientInfo(Client, &Info);
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if (Info.m_ClientVersion >= VERSION_DDNET_OLD)
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return true;
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Target = clamp(Target, 0, VANILLA_MAX_CLIENTS-1);
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int *pMap = GetIdMap(Client);
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if (pMap[Target] == -1)
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return false;
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Target = pMap[Target];
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return true;
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}
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virtual void GetMapInfo(char *pMapName, int MapNameSize, int *pMapSize, SHA256_DIGEST *pSha256, int *pMapCrc) = 0;
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virtual void SetClientName(int ClientID, char const *pName) = 0;
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virtual void SetClientClan(int ClientID, char const *pClan) = 0;
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virtual void SetClientCountry(int ClientID, int Country) = 0;
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virtual void SetClientScore(int ClientID, int Score) = 0;
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virtual void SetClientFlags(int ClientID, int Flags) = 0;
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virtual int SnapNewID() = 0;
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virtual void SnapFreeID(int ID) = 0;
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virtual void *SnapNewItem(int Type, int ID, int Size) = 0;
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virtual void SnapSetStaticsize(int ItemType, int Size) = 0;
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enum {
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RCON_CID_SERV=-1,
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RCON_CID_VOTE=-2,
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};
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virtual void SetRconCID(int ClientID) = 0;
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virtual int GetAuthedState(int ClientID) = 0;
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virtual const char *GetAuthName(int ClientID) = 0;
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virtual void Kick(int ClientID, const char *pReason) = 0;
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virtual void Ban(int ClientID, int Seconds, const char *pReason) = 0;
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virtual void DemoRecorder_HandleAutoStart() = 0;
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virtual bool DemoRecorder_IsRecording() = 0;
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// DDRace
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virtual void SaveDemo(int ClientID, float Time) = 0;
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virtual void StartRecord(int ClientID) = 0;
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virtual void StopRecord(int ClientID) = 0;
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virtual bool IsRecording(int ClientID) = 0;
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virtual void GetClientAddr(int ClientID, NETADDR *pAddr) = 0;
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virtual int* GetIdMap(int ClientID) = 0;
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virtual bool DnsblWhite(int ClientID) = 0;
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virtual const char *GetAnnouncementLine(char const *FileName) = 0;
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virtual bool ClientPrevIngame(int ClientID) = 0;
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virtual const char *GetNetErrorString(int ClientID) = 0;
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virtual void ResetNetErrorString(int ClientID) = 0;
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virtual bool SetTimedOut(int ClientID, int OrigID) = 0;
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virtual void SetTimeoutProtected(int ClientID) = 0;
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virtual void SetErrorShutdown(const char *pReason) = 0;
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};
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class IGameServer : public IInterface
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{
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MACRO_INTERFACE("gameserver", 0)
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protected:
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public:
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virtual void OnInit() = 0;
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virtual void OnConsoleInit() = 0;
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virtual void OnMapChange(char *pNewMapName, int MapNameSize) = 0;
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// FullShutdown is true if the program is about to exit (not if the map is changed)
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virtual void OnShutdown(bool FullShutdown = false) = 0;
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virtual void OnTick() = 0;
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virtual void OnPreSnap() = 0;
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virtual void OnSnap(int ClientID) = 0;
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virtual void OnPostSnap() = 0;
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virtual void OnMessage(int MsgID, CUnpacker *pUnpacker, int ClientID) = 0;
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virtual void OnClientConnected(int ClientID) = 0;
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virtual void OnClientEnter(int ClientID) = 0;
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virtual void OnClientDrop(int ClientID, const char *pReason) = 0;
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virtual void OnClientDirectInput(int ClientID, void *pInput) = 0;
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virtual void OnClientPredictedInput(int ClientID, void *pInput) = 0;
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virtual void OnClientPredictedEarlyInput(int ClientID, void *pInput) = 0;
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virtual bool IsClientReady(int ClientID) = 0;
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virtual bool IsClientPlayer(int ClientID) = 0;
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virtual CUuid GameUuid() = 0;
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virtual const char *GameType() = 0;
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virtual const char *Version() = 0;
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virtual const char *NetVersion() = 0;
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// DDRace
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virtual void OnSetAuthed(int ClientID, int Level) = 0;
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virtual int GetClientVersion(int ClientID) = 0;
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virtual void SetClientVersion(int ClientID, int Version) = 0;
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virtual bool PlayerExists(int ClientID) = 0;
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virtual void OnClientEngineJoin(int ClientID) = 0;
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virtual void OnClientEngineDrop(int ClientID, const char *pReason) = 0;
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};
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extern IGameServer *CreateGameServer();
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#endif
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