gameProcess.h 2.6 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #ifndef _GAMEPROCESS_H_
  23. #define _GAMEPROCESS_H_
  24. #ifndef _PLATFORM_H_
  25. #include "platform/platform.h"
  26. #endif
  27. #ifndef _PROCESSLIST_H_
  28. #include "T3D/gameBase/processList.h"
  29. #endif
  30. class GameBase;
  31. class GameConnection;
  32. struct Move;
  33. class ClientProcessList : public ProcessList
  34. {
  35. typedef ProcessList Parent;
  36. public:
  37. ClientProcessList();
  38. // ProcessList
  39. void addObject( ProcessObject *pobj );
  40. /// Called after a correction packet is received from the server.
  41. /// If the control object was corrected it will now play back any moves
  42. /// which were rolled back.
  43. virtual void clientCatchup( GameConnection *conn ) {}
  44. static ClientProcessList* get() { return smClientProcessList; }
  45. protected:
  46. // ProcessList
  47. void onPreTickObject( ProcessObject *pobj );
  48. /// Returns true if backlogged.
  49. bool doBacklogged( SimTime timeDelta );
  50. protected:
  51. static ClientProcessList* smClientProcessList;
  52. };
  53. class ServerProcessList : public ProcessList
  54. {
  55. typedef ProcessList Parent;
  56. public:
  57. ServerProcessList();
  58. // ProcessList
  59. void addObject( ProcessObject *pobj );
  60. static ServerProcessList* get() { return smServerProcessList; }
  61. protected:
  62. // ProcessList
  63. void onPreTickObject( ProcessObject *pobj );
  64. void advanceObjects();
  65. protected:
  66. static ServerProcessList* smServerProcessList;
  67. };
  68. #endif // _GAMEPROCESS_H_