GameClientDispatch.cpp 2.7 KB

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  1. /*
  2. ** Command & Conquer Generals Zero Hour(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. ////////////////////////////////////////////////////////////////////////////////
  19. // //
  20. // (c) 2001-2003 Electronic Arts Inc. //
  21. // //
  22. ////////////////////////////////////////////////////////////////////////////////
  23. // FILE: .cpp /////////////////////////////////////////////////////////////////////////////////////
  24. // Author: Colin Day
  25. // Description: Game Client message dispatcher
  26. ///////////////////////////////////////////////////////////////////////////////////////////////////
  27. // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
  28. #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
  29. #include "Common/MessageStream.h"
  30. #include "GameClient/GameClient.h"
  31. //-------------------------------------------------------------------------------------------------
  32. //-------------------------------------------------------------------------------------------------
  33. /** The Client message dispatcher, this is the last "translator" on the message
  34. * stream before the messages go to the network for processing. It gives
  35. * the client itself the opportunity to respond to any messages on the stream
  36. * or create new ones to pass along to the network and logic */
  37. GameMessageDisposition GameClientMessageDispatcher::translateGameMessage(const GameMessage *msg)
  38. {
  39. if (msg->getType() >= GameMessage::MSG_BEGIN_NETWORK_MESSAGES && msg->getType() <= GameMessage::MSG_END_NETWORK_MESSAGES)
  40. return KEEP_MESSAGE;
  41. if (msg->getType() == GameMessage::MSG_NEW_GAME || msg->getType() == GameMessage::MSG_CLEAR_GAME_DATA)
  42. return KEEP_MESSAGE;
  43. if (msg->getType() == GameMessage::MSG_FRAME_TICK)
  44. return KEEP_MESSAGE;
  45. //DEBUG_LOG(("GameClientMessageDispatcher::translateGameMessage() - eating a %s on frame %d\n",
  46. //((GameMessage *)msg)->getCommandAsAsciiString().str(), TheGameClient->getFrame()));
  47. return DESTROY_MESSAGE;
  48. } // end clientMessageDispatcher