//----------------------------------------------------------------------------- // 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_STD_H_ #define _GAMEPROCESS_STD_H_ //#include "T3D/gameBase/processList.h" #ifndef _GAMEPROCESS_H_ #include "T3D/gameBase/gameProcess.h" #endif class GameBase; class GameConnection; struct Move; //---------------------------------------------------------------------------- /// List to keep track of GameBases to process. class StdClientProcessList : public ClientProcessList { typedef ClientProcessList Parent; protected: // ProcessList void onTickObject(ProcessObject *); void advanceObjects(); void onAdvanceObjects(); public: StdClientProcessList(); // ProcessList bool advanceTime( SimTime timeDelta ); // ClientProcessList void clientCatchup( GameConnection *conn ); static void init(); static void shutdown(); }; class StdServerProcessList : public ServerProcessList { typedef ServerProcessList Parent; protected: // ProcessList void onPreTickObject( ProcessObject *pobj ); void onTickObject( ProcessObject *pobj ); void advanceObjects(); public: StdServerProcessList(); static void init(); static void shutdown(); }; #endif // _GAMEPROCESS_STD_H_