MoveList

Engine/source/T3D/gameBase/moveList.h

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Protected Types

enum
_Anonymous_ {
  MoveCountBits = 5
  MaxMoveCount = 30
}

Public Functions

ackMoves(U32 count)
getMoves(Move ** , U32 * numMoves)
bool

If there are no pending moves and the input queue is full, then the connection to the server must be clogged.

bool

Clear out all moves in the list and reset to initial state.

Reset move list back to last acknowledged move.

Reset to beginning of client move list.

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)

Protected Functions

getNextMove(Move & curMove)