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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 CL_DEMO_H
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#define CL_DEMO_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "demofile.h"
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#include "cl_demoactionmanager.h"
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struct DemoCommandQueue
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{
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DemoCommandQueue()
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{
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tick = 0;
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}
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int tick;
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democmdinfo_t info;
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int filepos;
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};
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// When skipping forward through a replay it is important to stop
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// occasionally and process the backlog of packets. Otherwise if you
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// skip forward too far you will cause data structures to grow far
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// beyond their intended size. This can lead to overflows and out-of-memory
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// errors, and it can waste memory because some of these data structures
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// never release their memory after hitting a high-water mark.
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const unsigned nMaxConsecutiveSkipPackets = 100;
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class CDemoPlayer : public IDemoPlayer
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{
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public: // IDemoPlayer interface implementation:
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CDemoPlayer();
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~CDemoPlayer();
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virtual CDemoFile *GetDemoFile();
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virtual bool StartPlayback( const char *filename, bool bAsTimeDemo );
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virtual void PausePlayback( float seconds );
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virtual void SkipToTick( int tick, bool bRelative, bool bPause );
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virtual void SetEndTick( int tick );
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virtual void ResumePlayback( void );
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virtual void StopPlayback( void );
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virtual int GetPlaybackStartTick( void );
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virtual int GetPlaybackTick( void );
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virtual float GetPlaybackTimeScale( void );
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virtual int GetTotalTicks( void );
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virtual bool IsPlayingBack( void );
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virtual bool IsPlaybackPaused( void );
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virtual bool IsPlayingTimeDemo( void );
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virtual bool IsSkipping( void );
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virtual bool CanSkipBackwards( void ) { return false; }
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virtual void SetPlaybackTimeScale( float timescale );
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virtual void InterpolateViewpoint(); // override viewpoint
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virtual netpacket_t *ReadPacket( void );
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virtual void ResetDemoInterpolation( void );
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virtual int GetProtocolVersion();
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virtual bool ShouldLoopDemos() { return true; }
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virtual void OnLastDemoInLoopPlayed() {}
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virtual bool IsLoading( void );
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public: // other public functions
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void MarkFrame( float flFPSVariability );
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void SetBenchframe( int tick, const char *filename );
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void ResyncDemoClock( void );
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bool CheckPausedPlayback( void );
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void WriteTimeDemoResults( void );
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bool ParseAheadForInterval( int curtick, int intervalticks );
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void InterpolateDemoCommand( int targettick, DemoCommandQueue& prev, DemoCommandQueue& next );
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protected:
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bool OverrideView( democmdinfo_t& info );
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virtual void OnStopCommand();
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public:
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CDemoFile m_DemoFile;
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int m_nStartTick; // For synchronizing playback during timedemo.
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int m_nPreviousTick;
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netpacket_t m_DemoPacket; // last read demo packet
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bool m_bPlayingBack; // true if demo playback
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bool m_bPlaybackPaused; // true if demo is paused right now
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float m_flAutoResumeTime; // how long do we pause demo playback
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float m_flPlaybackRateModifier;
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int m_nSkipToTick; // skip to tick ASAP, -1 = off
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int m_nEndTick; // if nonzero, stop playback once we reach this tick
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bool m_bLoading; // true if demo is loading
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unsigned m_nSkipPacketsPlayed; // Track consecutive skip packets returned to avoid excess
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// view origin/angle interpolation:
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CUtlVector< DemoCommandQueue > m_DestCmdInfo;
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democmdinfo_t m_LastCmdInfo;
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bool m_bInterpolateView;
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bool m_bResetInterpolation;
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// timedemo stuff:
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bool m_bTimeDemo; // ture if in timedemo mode
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int m_nTimeDemoStartFrame; // host_tickcount at start
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double m_flTimeDemoStartTime; // Sys_FloatTime() at second frame of timedemo
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float m_flTotalFPSVariability; // Frame rate variability
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int m_nTimeDemoCurrentFrame; // last frame we read a packet
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// benchframe stuff
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int m_nSnapshotTick;
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char m_SnapshotFilename[MAX_OSPATH];
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};
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class CDemoRecorder : public IDemoRecorder
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{
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public:
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~CDemoRecorder();
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CDemoRecorder();
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CDemoFile *GetDemoFile( void );
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int GetRecordingTick( void );
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void StartRecording( const char *filename, bool bContinuously );
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void SetSignonState( int state );
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bool IsRecording( void );
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void PauseRecording( void );
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void ResumeRecording( void );
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void StopRecording( void );
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void RecordCommand( const char *cmdstring ); // record a console command
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void RecordUserInput( int cmdnumber ); // record a user input command
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void RecordMessages( bf_read &data, int bits ); // add messages to current packet
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void RecordPacket( void ); // packet finished, write all recorded stuff to file
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void RecordServerClasses( ServerClass *pClasses ); // packet finished, write all recorded stuff to file
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void RecordStringTables();
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void ResetDemoInterpolation( void );
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protected:
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void ResyncDemoClock( void );
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void StartupDemoFile( void );
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void StartupDemoHeader( void );
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void CloseDemoFile( void );
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void GetClientCmdInfo( democmdinfo_t& info );
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void WriteDemoCvars( void );
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void WriteBSPDecals( void );
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void WriteMessages( bf_write &message );
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bool ComputeNextIncrementalDemoFilename( char *name, int namesize );
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public:
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CDemoFile m_DemoFile;
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// For synchronizing playback during timedemo.
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int m_nStartTick; // host_tickcount when starting recoring
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// Name of demo file we are appending onto.
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char m_szDemoBaseName[ MAX_OSPATH ];
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// For demo file handle
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bool m_bIsDemoHeader; // true, if m_hDemoFile is the header file
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bool m_bCloseDemoFile; // if true, demo file will be closed ASAP
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bool m_bRecording; // true if recording
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bool m_bContinuously; // start new record after each
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int m_nDemoNumber; // demo count, increases each changelevel
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int m_nFrameCount; // # of demo frames in this segment.
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bf_write m_MessageData; // temp buffer for all network messages
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bool m_bResetInterpolation;
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};
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extern CDemoRecorder *g_pClientDemoRecorder;
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inline CDemoPlayer *ToClientDemoPlayer( IDemoPlayer *pDemoPlayer )
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{
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return static_cast< CDemoPlayer * >( pDemoPlayer );
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}
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#endif // CL_DEMO_H
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