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- //-----------------------------------------------------------------------------
- // 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_
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