MoveList
Engine/source/T3D/gameBase/moveList.h
Move Packets
Write/read move data to the packet.
ghostReadExtra(NetObject * , BitStream * , bool newGhost)
ghostWriteExtra(NetObject * , BitStream * )
ghostPreRead(NetObject * , bool newGhost)
clientWriteMovePacket(BitStream * bstream)
serverReadMovePacket(BitStream * bstream)
writeDemoStartBlock(ResizeBitStream * stream)
readDemoStartBlock(BitStream * stream)
Protected Types
_Anonymous_ { MoveCountBits = 5 MaxMoveCount = 30 }
Protected Attributes
Public Functions
MoveList()
bool
clearMoves(U32 count)
bool
If there are no pending moves and the input queue is full, then the connection to the server must be clogged.
bool
Reset move list back to last acknowledged move.
Reset to beginning of client move list.
setConnection(GameConnection * connection)
Protected Functions
bool
getNextMove(Move & curMove)
Detailed Description
Move Packets
Write/read move data to the packet.
ghostReadExtra(NetObject * , BitStream * , bool newGhost)
Reimplemented by: HifiMoveList
ghostWriteExtra(NetObject * , BitStream * )
ghostPreRead(NetObject * , bool newGhost)
Reimplemented by: HifiMoveList
clientWriteMovePacket(BitStream * bstream)
Reimplemented by: ExtendedMoveList, StdMoveList, HifiMoveList
clientReadMovePacket(BitStream * )
Reimplemented by: ExtendedMoveList, HifiMoveList, StdMoveList
serverWriteMovePacket(BitStream * )
Reimplemented by: ExtendedMoveList, HifiMoveList, StdMoveList
serverReadMovePacket(BitStream * bstream)
Reimplemented by: ExtendedMoveList, StdMoveList, HifiMoveList
writeDemoStartBlock(ResizeBitStream * stream)
readDemoStartBlock(BitStream * stream)
Protected Types
@191
Enumerator
- MoveCountBits = 5
- MaxMoveCount = 30
MaxMoveCount should not exceed the MoveManager's own maximum (MaxMoveQueueSize)
Protected Attributes
GameConnection * mConnection
bool mControlMismatch
U32 mFirstMoveIndex
U32 mLastClientMove
U32 mLastMoveAck
Vector< Move > mMoveVec
Public Functions
MoveList()
~MoveList()
ackMoves(U32 count)
Reimplemented by: ExtendedMoveList
advanceMove()
Reimplemented by: ExtendedMoveList, HifiMoveList, StdMoveList
areMovesPending()
Reimplemented by: ExtendedMoveList
clearMismatch()
clearMoves(U32 count)
Reimplemented by: ExtendedMoveList, StdMoveList
collectMove()
Reimplemented by: ExtendedMoveList
getMoves(Move ** , U32 * numMoves)
Reimplemented by: HifiMoveList, StdMoveList, ExtendedMoveList
init()
Reimplemented by: HifiMoveList
isBacklogged()
If there are no pending moves and the input queue is full, then the connection to the server must be clogged.
Reimplemented by: ExtendedMoveList
isMismatch()
markControlDirty()
Reimplemented by: HifiMoveList
onAdvanceObjects()
Reimplemented by: ExtendedMoveList, HifiMoveList, StdMoveList
pushMove(const Move & mv)
Reimplemented by: ExtendedMoveList
reset()
Clear out all moves in the list and reset to initial state.
Reimplemented by: ExtendedMoveList
resetCatchup()
Reset move list back to last acknowledged move.
resetClientMoves()
Reset to beginning of client move list.
setConnection(GameConnection * connection)