/* ** Command & Conquer Generals(tm) ** Copyright 2025 Electronic Arts Inc. ** ** This program is free software: you can redistribute it and/or modify ** it under the terms of the GNU General Public License as published by ** the Free Software Foundation, either version 3 of the License, or ** (at your option) any later version. ** ** This program is distributed in the hope that it will be useful, ** but WITHOUT ANY WARRANTY; without even the implied warranty of ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ** GNU General Public License for more details. ** ** You should have received a copy of the GNU General Public License ** along with this program. If not, see . */ //////////////////////////////////////////////////////////////////////////////// // // // (c) 2001-2003 Electronic Arts Inc. // // // //////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __NETCOMMANDLIST_H #define __NETCOMMANDLIST_H #include "Common/GameMemory.h" #include "GameNetwork/NetCommandRef.h" /** * The NetCommandList is a ordered linked list of NetCommandRef objects. * The list is ordered based on the command id, player id, and command type. * It is ordered in this way to aid in constructing the packets efficiently. * The list keeps track of the last message inserted in order to accommodate * adding commands in order more efficiently since that is whats going to be * done most of the time. If the new message doesn't go after the last message * inserted, then the list will be traversed linearly until the proper spot is * found. We can get away with this inefficient method since these occurances * will be rare. Also, the list is not expected to ever have more than 30 or so * commands on it at a time. Five commands would probably be a normal amount. */ class NetCommandList : public MemoryPoolObject { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(NetCommandList, "NetCommandList") public: NetCommandList(); //virtual ~NetCommandList(); void init(); ///< Initialize the list void reset(); ///< Reset the list to the initial state. NetCommandRef * addMessage(NetCommandMsg *cmdMsg); ///< Add message to the list in its properly ordered place. Bool isEqualCommandMsg(NetCommandMsg *msg1, NetCommandMsg *msg2); NetCommandRef * getFirstMessage(); ///< Get the first message on the list. NetCommandRef * findMessage(NetCommandMsg *msg); ///< Find and return a reference to the given message if one exists. NetCommandRef * findMessage(UnsignedShort commandID, UnsignedByte playerID); ///< Find and return a reference to the ///< message given the player id and the command id. ///< This will only check against messages of types that require ///< a command id. void removeMessage(NetCommandRef *msg); ///< Remove the given message from the list. void appendList(NetCommandList *list); ///< Append the given list to the end of this list. Int length(); ///< Returns the number of nodes in this list. This is inefficient and is meant to be a debug tool. protected: NetCommandRef *m_first; ///< Head of the list. NetCommandRef *m_last; ///< Tail of the list. NetCommandRef *m_lastMessageInserted; ///< The last message that was inserted to this list. }; #endif