//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _GAMEPROCESS_H_ #define _GAMEPROCESS_H_ #ifndef _PLATFORM_H_ #include "platform/platform.h" #endif #ifndef _PROCESSLIST_H_ #include "T3D/gameBase/processList.h" #endif class GameBase; class GameConnection; struct Move; class ClientProcessList : public ProcessList { typedef ProcessList Parent; public: ClientProcessList(); // ProcessList void addObject( ProcessObject *pobj ); /// Called after a correction packet is received from the server. /// If the control object was corrected it will now play back any moves /// which were rolled back. virtual void clientCatchup( GameConnection *conn ) {} static ClientProcessList* get() { return smClientProcessList; } protected: // ProcessList void onPreTickObject( ProcessObject *pobj ); /// Returns true if backlogged. bool doBacklogged( SimTime timeDelta ); protected: static ClientProcessList* smClientProcessList; }; class ServerProcessList : public ProcessList { typedef ProcessList Parent; public: ServerProcessList(); // ProcessList void addObject( ProcessObject *pobj ); static ServerProcessList* get() { return smServerProcessList; } protected: // ProcessList void onPreTickObject( ProcessObject *pobj ); void advanceObjects(); protected: static ServerProcessList* smServerProcessList; }; #endif // _GAMEPROCESS_H_