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https://github.com/alliedmodders/hl2sdk.git
synced 2025-09-19 12:06:07 +08:00
Update engine and server interfaces for game update.
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@ -73,14 +73,10 @@ typedef struct player_info_s player_info_t;
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#define DLLEXPORT /* */
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#endif
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// AlliedModders - Shim until all supported mods are using the SDK Base that has this
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#if 0
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#define INTERFACEVERSION_VENGINESERVER_VERSION_21 "VEngineServer021"
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#define INTERFACEVERSION_VENGINESERVER "VEngineServer022"
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#define INTERFACEVERSION_VENGINESERVER_INT 22
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#else
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#define INTERFACEVERSION_VENGINESERVER "VEngineServer021"
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#endif
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#define INTERFACEVERSION_VENGINESERVER_VERSION_22 "VEngineServer022"
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#define INTERFACEVERSION_VENGINESERVER "VEngineServer023"
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#define INTERFACEVERSION_VENGINESERVER_INT 23
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struct bbox_t
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{
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@ -96,16 +92,16 @@ abstract_class IVEngineServer
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public:
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// Tell engine to change level ( "changelevel s1\n" or "changelevel2 s1 s2\n" )
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virtual void ChangeLevel( const char *s1, const char *s2 ) = 0;
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// Ask engine whether the specified map is a valid map file (exists and has valid version number).
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virtual int IsMapValid( const char *filename ) = 0;
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// Is this a dedicated server?
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virtual bool IsDedicatedServer( void ) = 0;
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// Is in Hammer editing mode?
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virtual int IsInEditMode( void ) = 0;
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// Add to the server/client lookup/precache table, the specified string is given a unique index
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// NOTE: The indices for PrecacheModel are 1 based
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// a 0 returned from those methods indicates the model or sound was not correctly precached
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@ -425,18 +421,44 @@ public:
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// This function currently appears to be unused
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virtual void ManageAddonsForActiveSession(bool,char const*,char const*) = 0;
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virtual bool IsPlayerNameLocked(const edict_t *pPlayer) = 0;
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virtual bool CanPlayerChangeName(const edict_t *pPlayer) = 0;
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virtual bool IsPlayerNameLocked( const edict_t *pEdict ) = 0;
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virtual bool CanPlayerChangeName( const edict_t *pEdict ) = 0;
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// Find the canonical name of a map, given a partial or non-canonical map name.
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// Except in the case of an exact match, pMapName is updated to the canonical name of the match.
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// NOTE That this is subject to the same limitation as ServerGameDLL::CanProvideLevel -- This is non-blocking, so it
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// is possible that blocking ServerGameDLL::PrepareLevelResources call may be able to pull a better match than
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// is immediately available to this call (e.g. blocking lookups of cloud maps)
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enum eFindMapResult {
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// A direct match for this name was found
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eFindMap_Found,
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// No match for this map name could be found.
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eFindMap_NotFound,
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// A fuzzy match for this mapname was found and pMapName was updated to the full name.
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// Ex: cp_dust -> cp_dustbowl
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eFindMap_FuzzyMatch,
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// A match for this map name was found, and the map name was updated to the canonical version of the
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// name.
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// Ex: workshop/1234 -> workshop/cp_qualified_name.ugc1234
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eFindMap_NonCanonical,
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// No currently available match for this map name could be found, but it may be possible to load ( see caveat
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// about PrepareLevelResources above )
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eFindMap_PossiblyAvailable
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};
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virtual eFindMapResult FindMap( /* in/out */ char *pMapName, int nMapNameMax ) = 0;
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virtual IReplaySystem *GetReplay() = 0;
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};
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// These only differ in new items added to the end
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typedef IVEngineServer IVEngineServer021;
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typedef IVEngineServer IVEngineServer022;
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#define INTERFACEVERSION_SERVERGAMEDLL_VERSION_8 "ServerGameDLL008"
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#define INTERFACEVERSION_SERVERGAMEDLL "ServerGameDLL009"
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#define INTERFACEVERSION_SERVERGAMEDLL_INT 9
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#define INTERFACEVERSION_SERVERGAMEDLL_VERSION_9 "ServerGameDLL009"
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#define INTERFACEVERSION_SERVERGAMEDLL "ServerGameDLL010"
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#define INTERFACEVERSION_SERVERGAMEDLL_INT 10
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class IServerGCLobby;
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@ -567,6 +589,51 @@ public:
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// Called to add output to the status command
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virtual void Status( void (*print) (const char *fmt, ...) ) = 0;
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// Informs the game we would like to load this level, giving it a chance to prepare dynamic resources.
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//
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// - pszMapName is the name of the map we're looking for, and may be overridden to e.g. the canonical name of the
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// map.
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//
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// - pszMapFile is the file we intend to use for this map ( e.g. maps/<mapname>.bsp ), and may be overridden to the
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// file representing this map name. ( e.g. /path/to/steamapps/workshop/cp_mymap.ugc12345.bsp )
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//
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// This call is blocking, and may block for extended periods. See AsyncPrepareLevelResources below.
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virtual void PrepareLevelResources( /* in/out */ char *pszMapName, size_t nMapNameSize,
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/* in/out */ char *pszMapFile, size_t nMapFileSize ) = 0;
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// Asynchronous version of PrepareLevelResources. Returns preparation status of map when called.
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// If passed, flProgress is filled with the current progress percentage [ 0.f to 1.f ] for the InProgress
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// result
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enum ePrepareLevelResourcesResult
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{
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// Good to go
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ePrepareLevelResources_Prepared,
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// Game DLL is async preparing (e.g. streaming resources). flProgress will be filled if passed.
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ePrepareLevelResources_InProgress
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};
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virtual ePrepareLevelResourcesResult AsyncPrepareLevelResources( /* in/out */ char *pszMapName, size_t nMapNameSize,
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/* in/out */ char *pszMapFile, size_t nMapFileSize,
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float *flProgress = NULL ) = 0;
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// Ask the game DLL to evaluate what it would do with this map name were it passed to PrepareLevelResources.
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// NOTE That this is this is syncronous and non-blocking, so it is possible that async PrepareLevelResources call
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// may be able to pull a better match than is immediately available to this call (e.g. blocking lookups of
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// cloud maps)
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enum eCanProvideLevelResult {
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// Have no knowledge of this level name, it will be up to the engine to provide. (e.g. as maps/levelname.bsp)
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eCanProvideLevel_CannotProvide,
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// Can provide resources for this level, and pMapName has been updated to the canonical name we would provide it
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// under (as with PrepareLevelResources)
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eCanProvideLevel_CanProvide,
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// We recognize this level name as something we might be able to prepare, but without a blocking/async call to
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// PrepareLevelResources, it is not possible to say whether it is available.
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eCanProvideLevel_Possibly
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};
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virtual eCanProvideLevelResult CanProvideLevel( /* in/out */ char *pMapName, int nMapNameMax ) = 0;
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// Called to see if the game server is okay with a manual changelevel or map command
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virtual bool IsManualMapChangeOkay( const char **pszReason ) = 0;
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};
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typedef IServerGameDLL IServerGameDLL008;
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