mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 06:36:54 +00:00
294 lines
10 KiB
C++
294 lines
10 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
//=============================================================================//
|
|
|
|
#ifndef BASECLIENT_H
|
|
#define BASECLIENT_H
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
#include <const.h>
|
|
#include <checksum_crc.h>
|
|
#include <iclient.h>
|
|
#include <protocol.h>
|
|
#include <iservernetworkable.h>
|
|
#include <bspfile.h>
|
|
#include <KeyValues.h>
|
|
#include <bitvec.h>
|
|
#include <igameevents.h>
|
|
#include "smartptr.h"
|
|
#include "userid.h"
|
|
#include "tier1/bitbuf.h"
|
|
#include "steam/steamclientpublic.h"
|
|
|
|
// class CClientFrame;
|
|
class CBaseServer;
|
|
class CClientFrame;
|
|
struct player_info_s;
|
|
class CFrameSnapshot;
|
|
class CEventInfo;
|
|
|
|
struct Spike_t
|
|
{
|
|
public:
|
|
Spike_t() :
|
|
m_nBits( 0 )
|
|
{
|
|
m_szDesc[ 0 ] = 0;
|
|
}
|
|
char m_szDesc[ 64 ];
|
|
int m_nBits;
|
|
};
|
|
|
|
class CNetworkStatTrace
|
|
{
|
|
public:
|
|
CNetworkStatTrace() :
|
|
m_nMinWarningBytes( 0 ), m_nStartBit( 0 ), m_nCurBit( 0 ), m_StartSendTime(0.0)
|
|
{
|
|
}
|
|
int m_nMinWarningBytes;
|
|
int m_nStartBit;
|
|
int m_nCurBit;
|
|
CUtlVector< Spike_t > m_Records;
|
|
double m_StartSendTime;
|
|
};
|
|
|
|
|
|
class CBaseClient : public IGameEventListener2, public IClient, public IClientMessageHandler
|
|
{
|
|
typedef struct CustomFile_s
|
|
{
|
|
CRC32_t crc; //file CRC
|
|
unsigned int reqID; // download request ID
|
|
} CustomFile_t;
|
|
|
|
public:
|
|
CBaseClient();
|
|
virtual ~CBaseClient();
|
|
|
|
public:
|
|
|
|
int GetPlayerSlot() const { return m_nClientSlot; };
|
|
int GetUserID() const { return m_UserID; };
|
|
const USERID_t GetNetworkID() const;
|
|
const char *GetClientName() const { return m_Name; };
|
|
INetChannel *GetNetChannel() { return m_NetChannel; };
|
|
IServer *GetServer() { return (IServer*)m_Server; };
|
|
const char *GetUserSetting(const char *cvar) const;
|
|
const char *GetNetworkIDString() const;
|
|
uint GetFriendsID() const { return m_nFriendsID; }
|
|
const char *GetFriendsName() const { return m_FriendsName; }
|
|
void UpdateName( const char *pszDefault );
|
|
int GetClientChallenge() const { return m_clientChallenge; }
|
|
|
|
void SetReportThisFakeClient( bool bReport ) { m_bReportFakeClient = bReport; }
|
|
bool ShouldReportThisFakeClient( void ) const { return m_bReportFakeClient; }
|
|
|
|
virtual void Connect( const char * szName, int nUserID, INetChannel *pNetChannel, bool bFakePlayer, int clientChallenge );
|
|
virtual void Inactivate( void );
|
|
virtual void Reconnect( void );
|
|
virtual void Disconnect( PRINTF_FORMAT_STRING const char *reason, ... );
|
|
|
|
virtual void SetRate( int nRate, bool bForce );
|
|
virtual int GetRate( void ) const;
|
|
|
|
virtual void SetUpdateRate( int nUpdateRate, bool bForce );
|
|
virtual int GetUpdateRate( void ) const;
|
|
|
|
virtual void Clear( void );
|
|
virtual void DemoRestart( void ); // called when client started demo recording
|
|
|
|
virtual int GetMaxAckTickCount() const;
|
|
|
|
virtual bool ExecuteStringCommand( const char *s );
|
|
virtual bool SendNetMsg(INetMessage &msg, bool bForceReliable = false);
|
|
|
|
virtual void ClientPrintf (PRINTF_FORMAT_STRING const char *fmt, ...);
|
|
|
|
virtual bool IsConnected( void ) const { return m_nSignonState >= SIGNONSTATE_CONNECTED; };
|
|
virtual bool IsSpawned( void ) const { return m_nSignonState >= SIGNONSTATE_NEW; };
|
|
virtual bool IsActive( void ) const { return m_nSignonState == SIGNONSTATE_FULL; };
|
|
virtual bool IsFakeClient( void ) const { return m_bFakePlayer; };
|
|
|
|
virtual bool IsHLTV( void ) const { return m_bIsHLTV; }
|
|
#if defined( REPLAY_ENABLED )
|
|
virtual bool IsReplay() const { return m_bIsReplay; }
|
|
#endif
|
|
void OnSignonStateFull();
|
|
|
|
// Is an actual human player or splitscreen player (not a bot and not a HLTV slot)
|
|
virtual bool IsHearingClient( int index ) const { return false; };
|
|
virtual bool IsProximityHearingClient( int index ) const { return false; };
|
|
|
|
virtual void SetMaxRoutablePayloadSize( int nMaxRoutablePayloadSize );
|
|
|
|
virtual bool IsSplitScreenUser( void ) const { return false; } // !KLUDGE! We don't have splitscreen support, but this makes merges easier
|
|
|
|
public: // IClientMessageHandlers
|
|
|
|
PROCESS_NET_MESSAGE( Tick );
|
|
PROCESS_NET_MESSAGE( StringCmd );
|
|
PROCESS_NET_MESSAGE( SetConVar );
|
|
PROCESS_NET_MESSAGE( SignonState );
|
|
|
|
PROCESS_CLC_MESSAGE( ClientInfo );
|
|
PROCESS_CLC_MESSAGE( BaselineAck );
|
|
PROCESS_CLC_MESSAGE( ListenEvents );
|
|
PROCESS_CLC_MESSAGE( CmdKeyValues );
|
|
|
|
virtual void ConnectionStart(INetChannel *chan);
|
|
|
|
public: // IGameEventListener
|
|
virtual void FireGameEvent( IGameEvent *event );
|
|
|
|
public:
|
|
|
|
virtual bool UpdateAcknowledgedFramecount(int tick);
|
|
virtual bool ShouldSendMessages( void );
|
|
virtual void UpdateSendState( void );
|
|
void ForceFullUpdate( void ) { UpdateAcknowledgedFramecount(-1); }
|
|
|
|
virtual bool FillUserInfo( player_info_s &userInfo );
|
|
virtual void UpdateUserSettings();
|
|
virtual bool SetSignonState(int state, int spawncount);
|
|
virtual void WriteGameSounds(bf_write &buf);
|
|
|
|
virtual CClientFrame *GetDeltaFrame( int nTick );
|
|
virtual void SendSnapshot( CClientFrame *pFrame );
|
|
virtual bool SendServerInfo( void );
|
|
virtual bool SendSignonData( void );
|
|
virtual void SpawnPlayer( void );
|
|
virtual void ActivatePlayer( void );
|
|
virtual void SetName( const char * playerName );
|
|
virtual void SetUserCVar( const char *cvar, const char *value);
|
|
virtual void FreeBaselines();
|
|
virtual bool IgnoreTempEntity( CEventInfo *event );
|
|
|
|
void SetSteamID( const CSteamID &steamID );
|
|
|
|
void ClientRequestNameChange( const char *pszName );
|
|
|
|
bool IsTracing() const { return m_iTracing > 0; }
|
|
void TraceNetworkData( bf_write &msg, PRINTF_FORMAT_STRING char const *fmt, ... ) FMTFUNCTION( 3, 4 );
|
|
void TraceNetworkMsg( int nBits, PRINTF_FORMAT_STRING char const *fmt, ... ) FMTFUNCTION( 3, 4 );
|
|
|
|
bool IsFullyAuthenticated( void ) { return m_bFullyAuthenticated; }
|
|
void SetFullyAuthenticated( void ) { m_bFullyAuthenticated = true; }
|
|
|
|
void CheckFlushNameChange( bool bShowStatusMessage = false );
|
|
bool IsNameChangeOnCooldown( bool bShowStatusMessage = false );
|
|
|
|
void SetPlayerNameLocked( bool bValue ) { m_bPlayerNameLocked = bValue; }
|
|
bool IsPlayerNameLocked( void ) { return m_bPlayerNameLocked; }
|
|
|
|
private:
|
|
|
|
void OnRequestFullUpdate();
|
|
|
|
|
|
public:
|
|
|
|
// Array index in svs.clients:
|
|
int m_nClientSlot;
|
|
// entity index of this client (different from clientSlot+1 in HLTV and Replay mode):
|
|
int m_nEntityIndex;
|
|
|
|
int m_UserID; // identifying number on server
|
|
char m_Name[MAX_PLAYER_NAME_LENGTH]; // for printing to other people
|
|
char m_GUID[SIGNED_GUID_LEN + 1]; // the clients CD key
|
|
|
|
CSteamID m_SteamID; // This is valid when the client is authenticated
|
|
|
|
uint32 m_nFriendsID; // client's friends' ID
|
|
char m_FriendsName[MAX_PLAYER_NAME_LENGTH];
|
|
|
|
KeyValues *m_ConVars; // stores all client side convars
|
|
bool m_bConVarsChanged; // true if convars updated and not changes process yet
|
|
bool m_bInitialConVarsSet; // Has the client sent their initial set of convars
|
|
bool m_bSendServerInfo; // true if we need to send server info packet to start connect
|
|
CBaseServer *m_Server; // pointer to server object
|
|
bool m_bIsHLTV; // if this a HLTV proxy ?
|
|
#if defined( REPLAY_ENABLED )
|
|
bool m_bIsReplay; // if this is a Replay proxy ?
|
|
#endif
|
|
int m_clientChallenge; // client's challenge he sent us, we use to auth replies
|
|
|
|
// Client sends this during connection, so we can see if
|
|
// we need to send sendtable info or if the .dll matches
|
|
CRC32_t m_nSendtableCRC;
|
|
|
|
// a client can have couple of cutomized files distributed to all other players
|
|
CustomFile_t m_nCustomFiles[MAX_CUSTOM_FILES];
|
|
int m_nFilesDownloaded; // counter of how many files we downloaded from this client
|
|
|
|
//===== NETWORK ============
|
|
INetChannel *m_NetChannel; // The client's net connection.
|
|
int m_nSignonState; // connection state
|
|
int m_nDeltaTick; // -1 = no compression. This is where the server is creating the
|
|
// compressed info from.
|
|
int m_nStringTableAckTick; // Highest tick acked for string tables (usually m_nDeltaTick, except when it's -1)
|
|
int m_nSignonTick; // tick the client got his signon data
|
|
CSmartPtr<CFrameSnapshot,CRefCountAccessorLongName> m_pLastSnapshot; // last send snapshot
|
|
|
|
CFrameSnapshot *m_pBaseline; // current entity baselines as a snapshot
|
|
int m_nBaselineUpdateTick; // last tick we send client a update baseline signal or -1
|
|
CBitVec<MAX_EDICTS> m_BaselinesSent; // baselines sent with last update
|
|
int m_nBaselineUsed; // 0/1 toggling flag, singaling client what baseline to use
|
|
|
|
|
|
// This is used when we send out a nodelta packet to put the client in a state where we wait
|
|
// until we get an ack from them on this packet.
|
|
// This is for 3 reasons:
|
|
// 1. A client requesting a nodelta packet means they're screwed so no point in deluging them with data.
|
|
// Better to send the uncompressed data at a slow rate until we hear back from them (if at all).
|
|
// 2. Since the nodelta packet deletes all client entities, we can't ever delta from a packet previous to it.
|
|
// 3. It can eat up a lot of CPU on the server to keep building nodelta packets while waiting for
|
|
// a client to get back on its feet.
|
|
int m_nForceWaitForTick;
|
|
|
|
bool m_bFakePlayer; // JAC: This client is a fake player controlled by the game DLL
|
|
bool m_bReportFakeClient; // Should this fake client be reported
|
|
bool m_bReceivedPacket; // true, if client received a packet after the last send packet
|
|
|
|
bool m_bFullyAuthenticated;
|
|
|
|
// Time when last name change was applied
|
|
double m_fTimeLastNameChange;
|
|
bool m_bPlayerNameLocked;
|
|
|
|
// Does this client have a name change that is pending?
|
|
// (Their 'name' convar differs from our value for their client name.)
|
|
char m_szPendingNameChange[MAX_PLAYER_NAME_LENGTH];
|
|
|
|
// The datagram is written to after every frame, but only cleared
|
|
// when it is sent out to the client. overflow is tolerated.
|
|
|
|
// Time when we should send next world state update ( datagram )
|
|
double m_fNextMessageTime;
|
|
// Default time to wait for next message
|
|
float m_fSnapshotInterval;
|
|
|
|
enum
|
|
{
|
|
SNAPSHOT_SCRATCH_BUFFER_SIZE = 160000,
|
|
};
|
|
|
|
unsigned int m_SnapshotScratchBuffer[ SNAPSHOT_SCRATCH_BUFFER_SIZE / 4 ];
|
|
|
|
private:
|
|
void StartTrace( bf_write &msg );
|
|
void EndTrace( bf_write &msg );
|
|
|
|
|
|
int m_iTracing; // 0 = not active, 1 = active for this frame, 2 = forced active
|
|
CNetworkStatTrace m_Trace;
|
|
};
|
|
|
|
|
|
|
|
#endif // BASECLIENT_H
|