| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869 |
- /*
- ** Command & Conquer Generals Zero Hour(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 <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef __FRAMEDATA_H
- #define __FRAMEDATA_H
- #include "Lib/BaseType.h"
- #include "GameNetwork/NetCommandList.h"
- enum FrameDataReturnType {
- FRAMEDATA_NOTREADY,
- FRAMEDATA_RESEND,
- FRAMEDATA_READY
- };
- class FrameData {
- public:
- FrameData();
- ~FrameData();
- void init();
- void reset();
- void update();
- UnsignedInt getFrame();
- void setFrame(UnsignedInt frame);
- FrameDataReturnType allCommandsReady(Bool debugSpewage);
- NetCommandList * getCommandList();
- void setFrameCommandCount(UnsignedInt totalCommandCount);
- UnsignedInt getFrameCommandCount();
- void addCommand(NetCommandMsg *msg);
- UnsignedInt getCommandCount();
- void zeroFrame();
- void destroyGameMessages();
- protected:
- UnsignedInt m_frame;
- UnsignedInt m_frameCommandCount;
- UnsignedInt m_commandCount;
- NetCommandList *m_commandList;
- UnsignedInt m_lastFailedCC;
- UnsignedInt m_lastFailedFrameCC;
- };
- #endif
|