gameProcess.h

Engine/source/T3D/gameBase/gameProcess.h

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Detailed Description

 1
 2//-----------------------------------------------------------------------------
 3// Copyright (c) 2012 GarageGames, LLC
 4//
 5// Permission is hereby granted, free of charge, to any person obtaining a copy
 6// of this software and associated documentation files (the "Software"), to
 7// deal in the Software without restriction, including without limitation the
 8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
 9// sell copies of the Software, and to permit persons to whom the Software is
10// furnished to do so, subject to the following conditions:
11//
12// The above copyright notice and this permission notice shall be included in
13// all copies or substantial portions of the Software.
14//
15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21// IN THE SOFTWARE.
22//-----------------------------------------------------------------------------
23
24#ifndef _GAMEPROCESS_H_
25#define _GAMEPROCESS_H_
26
27#ifndef _PLATFORM_H_
28#include "platform/platform.h"
29#endif
30#ifndef _PROCESSLIST_H_
31#include "T3D/gameBase/processList.h"
32#endif
33
34
35class GameBase;
36class GameConnection;
37struct Move;
38
39
40class ClientProcessList : public ProcessList
41{
42   typedef ProcessList Parent;
43   
44public:
45
46   ClientProcessList();
47   
48   // ProcessList
49   void addObject( ProcessObject *pobj );  
50   
51   /// Called after a correction packet is received from the server.
52   /// If the control object was corrected it will now play back any moves
53   /// which were rolled back.
54   virtual void clientCatchup( GameConnection *conn ) {}
55
56   static ClientProcessList* get() { return smClientProcessList; }
57
58protected:   
59   
60   // ProcessList
61   void onPreTickObject( ProcessObject *pobj );
62
63   /// Returns true if backlogged.
64   bool doBacklogged( SimTime timeDelta );
65
66protected:
67
68   static ClientProcessList* smClientProcessList;
69};
70
71
72class ServerProcessList : public ProcessList
73{
74   typedef ProcessList Parent;
75
76public:
77
78   ServerProcessList();
79   
80   // ProcessList
81   void addObject( ProcessObject *pobj );
82
83   static ServerProcessList* get() { return smServerProcessList; }
84
85protected:
86
87   // ProcessList
88   void onPreTickObject( ProcessObject *pobj );
89   void advanceObjects();
90
91protected:
92
93   static ServerProcessList* smServerProcessList;
94};
95
96
97#endif // _GAMEPROCESS_H_
98