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https://github.com/nillerusr/source-engine.git
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91 lines
2.2 KiB
C
91 lines
2.2 KiB
C
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef REPLAYDEMO_H
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#define REPLAYDEMO_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include <filesystem.h>
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#include "demo.h"
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#include "demofile.h"
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#define TMP_REPLAY_FILENAME ".replay.tmp"
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class CReplayFrame;
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class CReplayServer;
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class CRecordingSessionBlock;
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class CReplayDemoRecorder : public IDemoRecorder
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{
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public:
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CReplayDemoRecorder( CReplayServer* pServer );
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virtual ~CReplayDemoRecorder();
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CDemoFile *GetDemoFile();
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int GetRecordingTick();
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private:
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friend class CReplayServer; // Calls to Start/StopRecording() should be funneled through CReplayServer
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void StartRecording();
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void StopRecording();
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const char *GetDemoFilename();
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public:
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void SetSignonState( int state ) {}
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bool IsRecording();
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void PauseRecording() {}
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void ResumeRecording() {}
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void RecordCommand( const char *cmdstring );
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void RecordUserInput( int cmdnumber ) {} ; // not need by Replay recorder
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void RecordMessages( bf_read &data, int bits );
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void RecordPacket();
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void RecordServerClasses( ServerClass *pClasses );
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void RecordStringTables();
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void ResetDemoInterpolation() {}
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void WriteFrame( CReplayFrame *pFrame );
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void CloseFile();
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void WriteServerInfo();
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int WriteSignonData(); // write all necessary signon data and returns written bytes
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void WriteMessages( unsigned char cmd, bf_write &message );
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int GetMaxAckTickCount();
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void GetUniqueDemoFilename( char* pOut, int nLength );
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const char *GetRecordingFilename();
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public:
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CDemoFile m_DemoFile;
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// TODO: I believe this can be removed
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char m_szDumpFilename[MAX_OSPATH]; // The name of the file name to which we are currently (or will eventually)
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// write the demo, depending on cvar, "replay_record_directly_to_disk"
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bool m_bIsRecording;
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bool m_bWrittenFirstFullUpdate;
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int m_nFrameCount;
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int m_nStartTick;
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int m_SequenceInfo;
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int m_nDeltaTick;
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int m_nSignonTick;
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bf_write m_MessageData; // temp buffer for all network messages
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CReplayServer *m_pReplayServer;
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private:
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void StartRecording( const char *pFilename, bool bContinuously );
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};
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#endif // REPLAYDEMO_H
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