amxmodx/public/resdk/engine/rehlds_interfaces.h

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Add basic ReHLDS and ReGameDLL support (#417) * Add ReHLDS API files and its dependencies Note: This has been stolen from ReAPI AMXX module and modified/adjusted to match AMXX existing includes and to provide as less dependencies as possible as well * Add the necessary files to get ReHLDS interface * Split SV_DropClient into pre/post code * Init ReHLDS API and add SV_DropClient hook * Add Cvar_DirectSet hook and adjust code with helpers Note: we don't need to split code here. This is pretty much the naive and straight way, but fairly enough for our case. If it happens we got a lot more hooks, we may consider to use some class to manage better the things. * Move platform and interface stuff in their own files in public directory * Make sure to init cvar stuff after ReHLDS * Add ReGameDLL API files and its dependencies in cstrike module * Init ReHLDS in cstrike module and adjust code Note: About cs_uset_set_model(). ReHLDS API doesn't offer a way to know directly the precached models, so instead of looping through all the ressources, the models list is saved one time at map change into a hashmap. * Init ReGameDLL and adjust code * Fix linux compilation * Init ReGameDLL in fakemeta module and adjust code * Rename /reapi directory to /resdk to avoid confusion * Retrieve gamerules pointer through InstallGameRules in fakemeta module * Retrieve gamerules pointer through InstallGameRules in cstrike module Note: actually gamerules is not used if regamedll is enabled, but it could be used in future natives. * Fix a typo when ReGameDLL is not enabled * Fix missing interface check for ReHLDS. I'm pretty sure I was checking at the very first since I worked first on vanilla version of engine, looks like change has been lost.
2017-03-09 21:59:38 +03:00
/*
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
class INetChan;
class IGameClient;
#include <archtypes.h>
#include <const.h>
class INetChan;
class IGameClient;
class IGameClient {
public:
virtual int GetId() = 0;
virtual bool IsActive() = 0;
virtual void SetActive(bool active) = 0;
virtual bool IsSpawned() = 0;
virtual void SetSpawned(bool spawned) = 0;
virtual INetChan* GetNetChan() = 0;
virtual sizebuf_t* GetDatagram() = 0;
virtual edict_t* GetEdict() = 0;
virtual USERID_t* GetNetworkUserID() = 0;
virtual const char* GetName() = 0;
virtual bool IsConnected() = 0;
virtual void SetConnected(bool connected) = 0;
virtual uint32 GetVoiceStream(int stream_id) = 0;
virtual void SetLastVoiceTime(double time) = 0;
virtual double GetLastVoiceTime() = 0;
virtual bool GetLoopback() = 0;
virtual struct usercmd_s *GetLastCmd() = 0;
};
class INetChan {
public:
virtual const netadr_t* GetRemoteAdr() = 0;
virtual sizebuf_t* GetMessageBuf() = 0;
};
class IRehldsServerStatic {
public:
virtual ~IRehldsServerStatic() { }
virtual int GetMaxClients() = 0;
virtual bool IsLogActive() = 0;
virtual IGameClient* GetClient(int id) = 0;
virtual client_t* GetClient_t(int id) = 0;
virtual int GetIndexOfClient_t(client_t* client) = 0;
virtual int GetMaxClientsLimit() = 0;
Add basic ReHLDS and ReGameDLL support (#417) * Add ReHLDS API files and its dependencies Note: This has been stolen from ReAPI AMXX module and modified/adjusted to match AMXX existing includes and to provide as less dependencies as possible as well * Add the necessary files to get ReHLDS interface * Split SV_DropClient into pre/post code * Init ReHLDS API and add SV_DropClient hook * Add Cvar_DirectSet hook and adjust code with helpers Note: we don't need to split code here. This is pretty much the naive and straight way, but fairly enough for our case. If it happens we got a lot more hooks, we may consider to use some class to manage better the things. * Move platform and interface stuff in their own files in public directory * Make sure to init cvar stuff after ReHLDS * Add ReGameDLL API files and its dependencies in cstrike module * Init ReHLDS in cstrike module and adjust code Note: About cs_uset_set_model(). ReHLDS API doesn't offer a way to know directly the precached models, so instead of looping through all the ressources, the models list is saved one time at map change into a hashmap. * Init ReGameDLL and adjust code * Fix linux compilation * Init ReGameDLL in fakemeta module and adjust code * Rename /reapi directory to /resdk to avoid confusion * Retrieve gamerules pointer through InstallGameRules in fakemeta module * Retrieve gamerules pointer through InstallGameRules in cstrike module Note: actually gamerules is not used if regamedll is enabled, but it could be used in future natives. * Fix a typo when ReGameDLL is not enabled * Fix missing interface check for ReHLDS. I'm pretty sure I was checking at the very first since I worked first on vanilla version of engine, looks like change has been lost.
2017-03-09 21:59:38 +03:00
};
class IRehldsServerData {
public:
virtual ~IRehldsServerData() { }
virtual const char* GetModelName() = 0;
virtual const char* GetName() = 0;
virtual uint32 GetWorldmapCrc() = 0;
virtual uint8* GetClientDllMd5() = 0;
virtual sizebuf_t* GetDatagram() = 0;
virtual sizebuf_t* GetReliableDatagram() = 0;
virtual void SetModelName(const char* modelname) = 0;
virtual void SetConsistencyNum(int num) = 0;
virtual int GetConsistencyNum() = 0;
virtual int GetResourcesNum() = 0;
virtual int GetDecalNameNum() = 0;
virtual double GetTime() = 0;
virtual void SetResourcesNum(int num) = 0;
virtual struct resource_s *GetResource(int index) = 0;
virtual void SetName(const char* name) = 0;
virtual class ISteamGameServer *GetSteamGameServer() = 0;
virtual struct netadr_s *GetNetFrom() = 0;
};