-
Notifications
You must be signed in to change notification settings - Fork 271
/
Copy pathbaseclient.h
295 lines (228 loc) · 10.2 KB
/
baseclient.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
//========= 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 );
int m_nDebugID;
virtual int GetEventDebugID( void );
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