ddnet/src/engine/server.h

240 lines
6.9 KiB
C++

/* (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 <base/hash.h>
#include <base/math.h>
#include "kernel.h"
#include "message.h"
#include <game/generated/protocol.h>
#include <engine/shared/protocol.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 m_ClientVersion;
};
int Tick() const { return m_CurrentGameTick; }
int TickSpeed() const { return m_TickSpeed; }
virtual int MaxClients() const = 0;
virtual int ClientCount() = 0;
virtual int DistinctClientCount() = 0;
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 bool ClientAuthed(int ClientID) = 0;
virtual int GetClientInfo(int ClientID, CClientInfo *pInfo) = 0;
virtual void GetClientAddr(int ClientID, char *pAddrStr, int Size) = 0;
virtual void RestrictRconOutput(int ClientID) = 0;
virtual int SendMsg(CMsgPacker *pMsg, int Flags, int ClientID) = 0;
template<class T>
int SendPackMsg(T *pMsg, int Flags, int ClientID)
{
int result = 0;
T tmp;
if (ClientID == -1)
{
for(int i = 0; i < MAX_CLIENTS; i++)
if(ClientIngame(i))
{
mem_copy(&tmp, pMsg, sizeof(T));
result = SendPackMsgTranslate(&tmp, Flags, i);
}
} else {
mem_copy(&tmp, pMsg, sizeof(T));
result = SendPackMsgTranslate(&tmp, Flags, ClientID);
}
return result;
}
template<class T>
int SendPackMsgTranslate(T *pMsg, int Flags, int ClientID)
{
return SendPackMsgOne(pMsg, Flags, ClientID);
}
int SendPackMsgTranslate(CNetMsg_Sv_Emoticon *pMsg, int Flags, int ClientID)
{
return Translate(pMsg->m_ClientID, ClientID) && SendPackMsgOne(pMsg, Flags, ClientID);
}
char msgbuf[1000];
int SendPackMsgTranslate(CNetMsg_Sv_Chat *pMsg, int Flags, int ClientID)
{
if (pMsg->m_ClientID >= 0 && !Translate(pMsg->m_ClientID, ClientID))
{
str_format(msgbuf, sizeof(msgbuf), "%s: %s", ClientName(pMsg->m_ClientID), pMsg->m_pMessage);
pMsg->m_pMessage = msgbuf;
pMsg->m_ClientID = VANILLA_MAX_CLIENTS - 1;
}
return SendPackMsgOne(pMsg, Flags, ClientID);
}
int SendPackMsgTranslate(CNetMsg_Sv_KillMsg *pMsg, int Flags, int ClientID)
{
if (!Translate(pMsg->m_Victim, ClientID)) return 0;
if (!Translate(pMsg->m_Killer, ClientID)) pMsg->m_Killer = pMsg->m_Victim;
return SendPackMsgOne(pMsg, Flags, ClientID);
}
template<class T>
int SendPackMsgOne(T *pMsg, int Flags, int ClientID)
{
CMsgPacker Packer(pMsg->MsgID());
if(pMsg->Pack(&Packer))
return -1;
return SendMsg(&Packer, Flags, ClientID);
}
bool Translate(int& Target, int Client)
{
CClientInfo Info;
GetClientInfo(Client, &Info);
if (Info.m_ClientVersion >= VERSION_DDNET_OLD)
return true;
int *pMap = GetIdMap(Client);
bool Found = false;
for (int i = 0; i < VANILLA_MAX_CLIENTS; i++)
{
if (Target == pMap[i])
{
Target = i;
Found = true;
break;
}
}
return Found;
}
bool ReverseTranslate(int& Target, int Client)
{
CClientInfo Info;
GetClientInfo(Client, &Info);
if (Info.m_ClientVersion >= VERSION_DDNET_OLD)
return true;
Target = clamp(Target, 0, VANILLA_MAX_CLIENTS-1);
int *pMap = GetIdMap(Client);
if (pMap[Target] == -1)
return false;
Target = pMap[Target];
return true;
}
virtual void GetMapInfo(char *pMapName, int MapNameSize, int *pMapSize, SHA256_DIGEST *pSha256, int *pMapCrc) = 0;
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 void SetClientFlags(int ClientID, int Flags) = 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;
enum {
RCON_CID_SERV=-1,
RCON_CID_VOTE=-2,
};
virtual void SetRconCID(int ClientID) = 0;
virtual int GetAuthedState(int ClientID) = 0;
virtual const char *GetAuthName(int ClientID) = 0;
virtual void Kick(int ClientID, const char *pReason) = 0;
virtual void Ban(int ClientID, int Seconds, const char *pReason) = 0;
virtual void DemoRecorder_HandleAutoStart() = 0;
virtual bool DemoRecorder_IsRecording() = 0;
// DDRace
virtual void SaveDemo(int ClientID, float Time) = 0;
virtual void StartRecord(int ClientID) = 0;
virtual void StopRecord(int ClientID) = 0;
virtual bool IsRecording(int ClientID) = 0;
virtual void GetClientAddr(int ClientID, NETADDR *pAddr) = 0;
virtual int* GetIdMap(int ClientID) = 0;
virtual bool DnsblWhite(int ClientID) = 0;
virtual const char *GetAnnouncementLine(char const *FileName) = 0;
virtual bool ClientPrevIngame(int ClientID) = 0;
virtual const char *GetNetErrorString(int ClientID) = 0;
virtual void ResetNetErrorString(int ClientID) = 0;
virtual bool SetTimedOut(int ClientID, int OrigID) = 0;
virtual void SetTimeoutProtected(int ClientID) = 0;
virtual void SetErrorShutdown(const char *pReason) = 0;
};
class IGameServer : public IInterface
{
MACRO_INTERFACE("gameserver", 0)
protected:
public:
virtual void OnInit() = 0;
virtual void OnConsoleInit() = 0;
virtual void OnMapChange(char *pNewMapName, int MapNameSize) = 0;
// FullShutdown is true if the program is about to exit (not if the map is changed)
virtual void OnShutdown(bool FullShutdown = false) = 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 void OnClientPredictedEarlyInput(int ClientID, void *pInput) = 0;
virtual bool IsClientReady(int ClientID) = 0;
virtual bool IsClientPlayer(int ClientID) = 0;
virtual CUuid GameUuid() = 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 int GetClientVersion(int ClientID) = 0;
virtual void SetClientVersion(int ClientID, int Version) = 0;
virtual bool PlayerExists(int ClientID) = 0;
virtual void OnClientEngineJoin(int ClientID) = 0;
virtual void OnClientEngineDrop(int ClientID, const char *pReason) = 0;
};
extern IGameServer *CreateGameServer();
#endif