| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374 |
- /*
- ** 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 __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
|