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Documentation update.

Lasse Öörni 14 năm trước cách đây
mục cha
commit
07281ba969

+ 1 - 1
Engine/Network/Connection.h

@@ -151,7 +151,7 @@ private:
     VariantMap identity_;
     VariantMap identity_;
     /// Scene
     /// Scene
     WeakPtr<Scene> scene_;
     WeakPtr<Scene> scene_;
-    /// Scene replication state (as last sent to the client)
+    /// Last sent state of the scene for network replication
     Map<unsigned, NodeReplicationState> sceneState_;
     Map<unsigned, NodeReplicationState> sceneState_;
     /// Pending latest data for not yet received nodes
     /// Pending latest data for not yet received nodes
     Map<unsigned, PODVector<unsigned char> > nodeLatestData_;
     Map<unsigned, PODVector<unsigned char> > nodeLatestData_;

+ 2 - 0
Engine/Network/ReplicationState.h

@@ -25,6 +25,7 @@
 
 
 #include "Variant.h"
 #include "Variant.h"
 
 
+/// Last sent state of a component for network replication
 struct ComponentReplicationState
 struct ComponentReplicationState
 {
 {
     /// Component type
     /// Component type
@@ -35,6 +36,7 @@ struct ComponentReplicationState
     unsigned frameNumber_;
     unsigned frameNumber_;
 };
 };
 
 
+/// Last sent state of a node for network replication
 struct NodeReplicationState
 struct NodeReplicationState
 {
 {
     /// Attribute values
     /// Attribute values

+ 1 - 1
Engine/Scene/Scene.h

@@ -38,7 +38,7 @@ static const unsigned FIRST_LOCAL_ID = 0x01000000;
 /// Last local node/component ID
 /// Last local node/component ID
 static const unsigned LAST_LOCAL_ID = 0xffffffff;
 static const unsigned LAST_LOCAL_ID = 0xffffffff;
 
 
-/// Scene's asynchronous loading progress
+/// Asynchronous loading progress of a scene
 struct AsyncProgress
 struct AsyncProgress
 {
 {
     /// File for binary mode
     /// File for binary mode