source-engine/replay/cl_recordingsession.h

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2020-04-22 16:56:21 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef CL_RECORDINGSESSION_H
#define CL_RECORDINGSESSION_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "baserecordingsession.h"
#include "basethinker.h"
//----------------------------------------------------------------------------------------
class CReplay;
class CSessionInfoDownloader;
class CClientRecordingSessionBlock;
//----------------------------------------------------------------------------------------
class CClientRecordingSession : public CBaseRecordingSession,
public CBaseThinker
{
typedef CBaseRecordingSession BaseClass;
public:
CClientRecordingSession( IReplayContext *pContext );
~CClientRecordingSession();
void DeleteBlocks();
void UpdateAllBlocksDownloaded(); // Sets the all-blocks-downloaded flag if this session is no longer recording and all blocks have been downloaded
void EnsureDownloadingEnabled();
//
// CGenericPersistentManager
//
bool Read( KeyValues *pIn );
void Write( KeyValues *pOut );
void AdjustLastBlockToDownload( int iNewLastBlockToDownload ); // When the client predicts more blocks than the server is ever going to write (if the round ends and the player just died, for example), this allows the session info downloader to adjust the max # of blocks to download - also does adjustments for any offending replays
int UpdateLastBlockToDownload(); // Calling this will implicitly cause new blocks to be downloaded for the given session
void SyncSessionBlocks(); // Creates session info downloader and fires off the download - creates and syncs blocks as necessary
void OnReplayDeleted( CReplay *pReplay );
void UpdateReplayStatuses( CClientRecordingSessionBlock *pBlock ); // Called after a given block is downloaded/failed
void CacheReplay( CReplay *pReplay );
int GetLastBlockToDownload() const { return m_iLastBlockToDownload; }
bool ShouldSyncBlocksWithServer() const; // Returns true if the number of blocks for this session is out of sync with m_iLastBlockToDownload
bool HasSessionInfoDownloader() const { return m_pSessionInfoDownloader != NULL; }
int GetGreatestConsecutiveBlockDownloaded() const { return m_iGreatestConsecutiveBlockDownloaded; }
void OnDownloadTimeout(); // Called if blocks were expected to appear or become downloadable but never showed up or updated.
void RefreshLastUpdateTime();
bool TimedOut() const { return m_bTimedOut; }
float GetLastUpdateTime() const { return m_flLastUpdateTime; }
bool AllReplaysReconstructed() const;
//
// CBaseRecordingSession
//
virtual void PopulateWithRecordingData( int nCurrentRecordingStartTick );
virtual bool ShouldDitchSession() const;
virtual void OnDelete();
uint64 GetServerSessionID() const { return m_uServerSessionID; }
private:
//
// CBaseThinker
//
virtual float GetNextThinkTime() const;
virtual void Think();
void UpdateGreatestConsecutiveBlockDownloaded();
void ShowDownloadFailedMessage( const CReplay *pReplay );
float m_flLastUpdateTime; // The last time a block was added or updated during session info download (see CSessionInfoDownloader::OnDownloadComplete())
int m_iLastBlockToDownload; // The last block we should download for the given session (in terms of reconstruction index)
int m_iGreatestConsecutiveBlockDownloaded; // The greatest consecutive block downloaded (in terms of reconstruction index)
CSessionInfoDownloader *m_pSessionInfoDownloader;
int m_nSessionInfoDownloadAttempts;
bool m_bTimedOut; // We can't test time-out state based on m_flLastUpdateTime - the session has to be put into the timed-out state explicitly by
// the session info downloader. "Time out" in this context means that nothing updated in the session info file for more than
// 90 seconds or whatever.
bool m_bAllBlocksDownloaded;
CUtlLinkedList< CReplay *, int > m_lstReplays; // List of replays that refer to this session
uint64 m_uServerSessionID; // A globally unique ID for the round
};
//----------------------------------------------------------------------------------------
inline CClientRecordingSession *CL_CastSession( IReplaySerializeable *pSession )
{
return static_cast< CClientRecordingSession * >( pSession );
}
//----------------------------------------------------------------------------------------
#endif // CL_RECORDINGSESSION_H