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104 lines
3 KiB
C++
104 lines
3 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 "kernel.h"
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#include "message.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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};
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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 const char *ClientName(int ClientID) const = 0;
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virtual const char *ClientClan(int ClientID) const = 0;
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virtual int ClientCountry(int ClientID) const = 0;
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virtual bool ClientIngame(int ClientID) const = 0;
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virtual int GetClientInfo(int ClientID, CClientInfo *pInfo) const = 0;
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virtual void GetClientAddr(int ClientID, char *pAddrStr, int Size) const = 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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CMsgPacker Packer(pMsg->MsgID(), false);
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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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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 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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{
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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 bool IsAuthed(int ClientID) const = 0;
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virtual bool IsBanned(int ClientID) const = 0;
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virtual void Kick(int ClientID, 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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};
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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 OnShutdown() = 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 bool IsClientReady(int ClientID) const = 0;
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virtual bool IsClientPlayer(int ClientID) const = 0;
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virtual const char *GameType() const = 0;
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virtual const char *Version() const = 0;
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virtual const char *NetVersion() const = 0;
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};
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extern IGameServer *CreateGameServer();
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#endif
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