gameProcess.h
Engine/source/T3D/gameBase/gameProcess.h
Classes:
class
class
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