mirror of
https://github.com/nillerusr/source-engine.git
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523 lines
14 KiB
C++
523 lines
14 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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//=======================================================================================//
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#include "replaysystem.h"
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#include "tier2/tier2.h"
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#include "iserver.h"
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#include "iclient.h"
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#include "icliententitylist.h"
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#include "igameevents.h"
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#include "replay/ireplaymovierenderer.h"
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#include "replay/ireplayscreenshotsystem.h"
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#include "replay/replayutils.h"
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#include "replay/replaylib.h"
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#include "sv_sessionrecorder.h"
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#include "sv_recordingsession.h"
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#include "cl_screenshotmanager.h"
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#include "netmessages.h"
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#include "thinkmanager.h"
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#include "managertest.h"
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#include "vprof.h"
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#include "sv_fileservercleanup.h"
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#if !defined( _X360 )
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#include "winlite.h"
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#include "xbox/xboxstubs.h"
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#endif
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// TODO: Deal with linux build includes
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#ifdef IS_WINDOWS_PC
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#include <winsock.h>
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//----------------------------------------------------------------------------------------
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#undef CreateEvent // Can't call IGameEventManager2::CreateEvent() without this
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//----------------------------------------------------------------------------------------
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#if !defined( DEDICATED )
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IEngineClientReplay *g_pEngineClient = NULL;
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CClientReplayContext *g_pClientReplayContextInternal = NULL;
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IVDebugOverlay *g_pDebugOverlay = NULL;
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IDownloadSystem *g_pDownloadSystem = NULL;
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#endif
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vgui::ILocalize *g_pVGuiLocalize = NULL;
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CServerReplayContext *g_pServerReplayContext = NULL;
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IClientReplay *g_pClient = NULL;
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IServerReplay *g_pServer = NULL;
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IEngineReplay *g_pEngine = NULL;
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IGameEventManager2 *g_pGameEventManager = NULL;
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IEngineTrace *g_pEngineTraceClient = NULL;
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IReplayDemoPlayer *g_pReplayDemoPlayer = NULL;
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IClientEntityList *entitylist = NULL; // icliententitylist.h forces the use of this name by externing in the header
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//----------------------------------------------------------------------------------------
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#define REPLAY_INIT( exp_ ) \
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if ( !( exp_ ) ) \
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{ \
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Warning( "CReplaySystem::Connect() failed on: \"%s\"!\n", #exp_ ); \
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return false; \
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}
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//----------------------------------------------------------------------------------------
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class CReplaySystem : public CTier2AppSystem< IReplaySystem >
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{
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typedef CTier2AppSystem< IReplaySystem > BaseClass;
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public:
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virtual bool Connect( CreateInterfaceFn fnFactory )
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{
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REPLAY_INIT( fnFactory );
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REPLAY_INIT( BaseClass::Connect( fnFactory ) );
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ConVar_Register( FCVAR_CLIENTDLL );
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REPLAY_INIT( g_pFullFileSystem );
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g_pEngine = (IEngineReplay *)fnFactory( ENGINE_REPLAY_INTERFACE_VERSION, NULL );
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REPLAY_INIT( g_pEngine );
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REPLAY_INIT( g_pEngine->IsSupportedModAndPlatform() );
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#if !defined( DEDICATED )
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g_pEngineClient = (IEngineClientReplay *)fnFactory( ENGINE_REPLAY_CLIENT_INTERFACE_VERSION, NULL );
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REPLAY_INIT( g_pEngineClient );
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g_pEngineTraceClient = (IEngineTrace *)fnFactory( INTERFACEVERSION_ENGINETRACE_CLIENT, NULL );
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REPLAY_INIT( g_pEngineTraceClient );
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g_pReplayDemoPlayer = (IReplayDemoPlayer *)fnFactory( INTERFACEVERSION_REPLAYDEMOPLAYER, NULL );
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REPLAY_INIT( g_pReplayDemoPlayer );
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g_pVGuiLocalize = (vgui::ILocalize *)fnFactory( VGUI_LOCALIZE_INTERFACE_VERSION, NULL );
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REPLAY_INIT( g_pVGuiLocalize );
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g_pDebugOverlay = ( IVDebugOverlay * )fnFactory( VDEBUG_OVERLAY_INTERFACE_VERSION, NULL );
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REPLAY_INIT( g_pDebugOverlay );
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#endif
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g_pGameEventManager = (IGameEventManager2 *)fnFactory( INTERFACEVERSION_GAMEEVENTSMANAGER2, NULL );
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REPLAY_INIT( g_pGameEventManager );
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#if !defined( DEDICATED )
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g_pDownloadSystem = (IDownloadSystem *)fnFactory( INTERFACEVERSION_DOWNLOADSYSTEM, NULL );
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REPLAY_INIT( g_pDownloadSystem );
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// Create client context now if not running a dedicated server
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if ( !g_pEngine->IsDedicated() )
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{
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g_pClientReplayContextInternal = new CClientReplayContext();
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}
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// ...and create server replay context if we are
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else
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#endif
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{
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g_pServerReplayContext = new CServerReplayContext();
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}
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#if defined( DEDICATED )
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REPLAY_INIT( ReplayLib_Init( g_pEngine->GetGameDir(), NULL ) ) // Init without the client replay context
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#else
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REPLAY_INIT( ReplayLib_Init( g_pEngine->GetGameDir(), g_pClientReplayContextInternal ) );
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#endif
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Test();
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return true;
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}
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virtual void Disconnect()
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{
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BaseClass::Disconnect();
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}
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virtual InitReturnVal_t Init()
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{
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InitReturnVal_t nRetVal = BaseClass::Init();
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if ( nRetVal != INIT_OK )
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return nRetVal;
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return INIT_OK;
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}
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virtual void Shutdown()
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{
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BaseClass::Shutdown();
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#if !defined( DEDICATED )
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delete g_pClientReplayContextInternal;
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g_pClientReplayContextInternal = NULL;
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#endif
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delete g_pServerReplayContext;
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g_pServerReplayContext = NULL;
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}
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virtual void Think()
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{
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VPROF_BUDGET( "CReplaySystem::Think", VPROF_BUDGETGROUP_REPLAY );
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g_pThinkManager->Think();
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}
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virtual bool IsReplayEnabled()
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{
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extern ConVar replay_enable;
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return replay_enable.GetInt() != 0;
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}
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virtual bool IsRecording()
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{
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// NOTE: demoplayer->IsPlayingBack() needs to be checked here, as "replay_enable" and
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// "replay_recording" will inevitably get stored with signon data in any playing demo.
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// If the !demoplayer->IsPlayingBack() line is omitted below, Replay_IsRecording()
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// becomes useless during demo playback and will always return true.
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extern ConVar replay_recording;
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#if !defined( DEDICATED )
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return IsReplayEnabled() &&
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replay_recording.GetInt() &&
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!g_pEngineClient->IsDemoPlayingBack();
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#else
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return IsReplayEnabled() &&
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replay_recording.GetInt();
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#endif
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}
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//----------------------------------------------------------------------------------------
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// Client-specific implementation:
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//----------------------------------------------------------------------------------------
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virtual bool CL_Init( CreateInterfaceFn fnClientFactory )
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{
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#if !defined( DEDICATED )
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g_pClient = (IClientReplay *)fnClientFactory( CLIENT_REPLAY_INTERFACE_VERSION, NULL );
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if ( !g_pClient )
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return false;
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entitylist = (IClientEntityList *)fnClientFactory( VCLIENTENTITYLIST_INTERFACE_VERSION, NULL );
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if ( !entitylist )
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return false;
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if ( !g_pClientReplayContextInternal->Init( fnClientFactory ) )
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return false;
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return true;
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#else
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return false;
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#endif
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}
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virtual void CL_Shutdown()
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{
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#if !defined( DEDICATED )
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if ( g_pClientReplayContextInternal && g_pClientReplayContextInternal->IsInitialized() )
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{
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g_pClientReplayContextInternal->Shutdown();
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}
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#endif
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}
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virtual void CL_Render()
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{
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#if !defined( DEDICATED )
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// If the replay system wants to take a screenshot, do it now
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if ( g_pClientReplayContextInternal->m_pScreenshotManager->ShouldCaptureScreenshot() )
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{
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g_pClientReplayContextInternal->m_pScreenshotManager->DoCaptureScreenshot();
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return;
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}
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// Currently rendering? NOTE: GetMovieRenderer() only returns a valid ptr during rendering
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IReplayMovieRenderer *pReplayMovieRenderer = g_pClientReplayContextInternal->GetMovieRenderer();
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if ( !pReplayMovieRenderer )
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return;
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pReplayMovieRenderer->RenderVideo();
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#endif
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}
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virtual IClientReplayContext *CL_GetContext()
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{
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#if !defined( DEDICATED )
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return g_pClientReplayContextInternal;
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#else
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return NULL;
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#endif
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}
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//----------------------------------------------------------------------------------------
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// Server-specific implementation:
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//----------------------------------------------------------------------------------------
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virtual bool SV_Init( CreateInterfaceFn fnServerFactory )
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{
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if ( !g_pEngine->IsDedicated() || !g_pServerReplayContext )
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return false;
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g_pServer = (IServerReplay *)fnServerFactory( SERVER_REPLAY_INTERFACE_VERSION, NULL );
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if ( !g_pServer )
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return false;
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Assert( !ReplayServer() );
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return g_pServerReplayContext->Init( fnServerFactory );
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}
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virtual void SV_Shutdown()
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{
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if ( g_pServerReplayContext && g_pServerReplayContext->IsInitialized() )
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{
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g_pServerReplayContext->Shutdown();
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}
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}
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virtual IServerReplayContext *SV_GetContext()
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{
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return g_pServerReplayContext;
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}
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virtual bool SV_ShouldBeginRecording( bool bIsInWaitingForPlayers )
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{
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extern ConVar replay_enable;
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return !bIsInWaitingForPlayers &&
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#if !defined( DEDICATED )
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!g_pEngineClient->IsPlayingReplayDemo() &&
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#endif
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replay_enable.GetBool();
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}
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virtual void SV_NotifyReplayRequested()
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{
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if ( !g_pEngine->IsSupportedModAndPlatform() )
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return;
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CServerRecordingSession *pSession = SV_GetRecordingSessionInProgress();
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if ( !pSession )
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return;
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// A replay was requested - notify the session so we don't throw it away at the end of the round
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pSession->NotifyReplayRequested();
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}
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virtual void SV_SendReplayEvent( const char *pEventName, int nClientSlot )
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{
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// Attempt to create the event
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IGameEvent *pEvent = g_pGameEventManager->CreateEvent( pEventName, true );
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if ( !pEvent )
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return;
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SV_SendReplayEvent( pEvent, nClientSlot );
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}
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virtual void SV_SendReplayEvent( IGameEvent *pEvent, int nClientSlot/*=-1*/ )
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{
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IServer *pGameServer = g_pEngine->GetGameServer();
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if ( !pEvent )
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return;
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// Write event info to SVC_GameEvent msg
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char buffer_data[MAX_EVENT_BYTES];
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SVC_GameEvent msg;
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msg.SetReliable( false );
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msg.m_DataOut.StartWriting( buffer_data, sizeof( buffer_data ) );
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if ( !g_pGameEventManager->SerializeEvent( pEvent, &msg.m_DataOut ) )
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{
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DevMsg( "Replay_SendReplayEvent(): failed to serialize event '%s'.\n", pEvent->GetName() );
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goto free_event;
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}
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// Send to all clients?
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if ( nClientSlot == -1 )
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{
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for ( int i = 0; i < pGameServer->GetClientCount(); ++i )
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{
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IClient *pClient = pGameServer->GetClient( i );
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if ( pClient )
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{
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// Send the message
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pClient->SendNetMsg( msg );
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}
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}
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}
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else // Send to just the one client?
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{
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IClient *pClient = pGameServer->GetClient( nClientSlot );
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if ( pClient )
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{
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// Send the message
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pClient->SendNetMsg( msg );
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}
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}
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free_event:
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g_pGameEventManager->FreeEvent( pEvent );
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}
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virtual void SV_EndRecordingSession( bool bForceSynchronousPublish/*=false*/ )
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{
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if ( !g_pEngine->IsSupportedModAndPlatform() )
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return;
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if ( !ReplayServer() )
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return;
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SV_GetSessionRecorder()->StopRecording( false );
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if ( bForceSynchronousPublish )
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{
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// Publish all files
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SV_GetSessionRecorder()->PublishAllSynchronous();
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// This should unlock all sessions
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SV_GetSessionRecorder()->UpdateSessionLocks();
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// Let the session manager do any cleanup - this will remove files associated with a ditched
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// session. For example, if the server was shut down in the middle of a round where no one
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// saved a replay, the files will be published synchronously above and then cleaned up
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// synchronously here.
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SV_GetRecordingSessionManager()->DoSessionCleanup();
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// Since the recording session manager will kick off a cleanup job, we need to wait for it
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// here since we're shutting down.
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SV_GetFileserverCleaner()->BlockForCompletion();
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}
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}
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void Test()
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{
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#if !defined( DEDICATED ) && _DEBUG
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// This gets called after interfaces are hooked up, and before any of the
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// internal replay systems get init'd.
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CTestManager::Test();
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#endif
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}
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};
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//----------------------------------------------------------------------------------------
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static CReplaySystem s_Replay;
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IReplaySystem *g_pReplay = &s_Replay;
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//----------------------------------------------------------------------------------------
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EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CReplaySystem, IReplaySystem, REPLAY_INTERFACE_VERSION,
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s_Replay );
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//----------------------------------------------------------------------------------------
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void Replay_MsgBox( const char *pText )
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{
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g_pClient->DisplayReplayMessage( pText, false, true, NULL );
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}
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void Replay_MsgBox( const wchar_t *pText )
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{
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g_pClient->DisplayReplayMessage( pText, false, true, NULL );
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}
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const char *Replay_GetDownloadURLPath()
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{
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static char s_szDownloadURLPath[MAX_OSPATH];
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extern ConVar replay_fileserver_path; // NOTE: replicated
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V_strcpy_safe( s_szDownloadURLPath, replay_fileserver_path.GetString() );
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V_StripTrailingSlash( s_szDownloadURLPath );
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V_FixSlashes( s_szDownloadURLPath, '/' );
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// Get rid of starting slash
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if ( s_szDownloadURLPath[0] == '/' )
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return &s_szDownloadURLPath[1];
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return s_szDownloadURLPath;
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}
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const char *Replay_GetDownloadURL()
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{
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#if 0
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// Get the local host name
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char szHostname[MAX_OSPATH];
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if ( gethostname( szHostname, sizeof( szHostname ) ) == -1 )
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{
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Error( "Failed to send to Replay to client - couldn't get local IP.\n" );
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return "";
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}
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#endif
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// Construct the URL based on replicated cvars
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static char s_szFileURL[ MAX_OSPATH ];
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extern ConVar replay_fileserver_protocol;
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extern ConVar replay_fileserver_host;
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extern ConVar replay_fileserver_port;
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V_snprintf(
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s_szFileURL, sizeof( s_szFileURL ),
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"%s://%s:%i/%s/",
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replay_fileserver_protocol.GetString(),
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replay_fileserver_host.GetString(),
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replay_fileserver_port.GetInt(),
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Replay_GetDownloadURLPath()
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);
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// Cleanup
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V_FixDoubleSlashes( s_szFileURL + V_strlen("http://") );
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return s_szFileURL;
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}
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//----------------------------------------------------------------------------------------
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// Purpose: (client/server) Crack a URL into a base and a path
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// NOTE: the URL *must contain a port* !
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//
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// Example: http://some.base.url:8080/a/path/here.txt cracks into:
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// pBaseURL = "http://some.base.url:8080"
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// pURLPath = "/a/path/here.txt"
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//----------------------------------------------------------------------------------------
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void Replay_CrackURL( const char *pURL, char *pBaseURLOut, char *pURLPathOut )
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{
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const char *pColon;
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const char *pURLPath;
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// Must at least have "http://"
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if ( V_strlen(pURL) < 6 )
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goto fail;
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// Skip protocol ':' (eg http://)
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pColon = V_strstr( pURL, ":" );
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if ( !pColon )
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goto fail;
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// Find next colon
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pColon = V_strstr( pColon + 1, ":" );
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if ( !pColon )
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goto fail;
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// Copies "http[s]://<address>:<port>
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pURLPath = V_strstr( pColon, "/" );
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V_strncpy( pBaseURLOut, pURL, pURLPath - pURL + 1 );
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V_strcpy( pURLPathOut, pURLPath );
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return;
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fail:
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AssertMsg( 0, "Replay_CrackURL() was passed an invalid URL and has failed. This should never happen." );
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}
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#ifndef DEDICATED
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void Replay_HudMsg( const char *pText, const char *pSound, bool bUrgent )
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{
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g_pClient->DisplayReplayMessage( pText, bUrgent, false, pSound );
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}
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#endif
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//----------------------------------------------------------------------------------------
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