ReplicationState.h 1.9 KB

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  1. //
  2. // Urho3D Engine
  3. // Copyright (c) 2008-2011 Lasse Öörni
  4. //
  5. // Permission is hereby granted, free of charge, to any person obtaining a copy
  6. // of this software and associated documentation files (the "Software"), to deal
  7. // in the Software without restriction, including without limitation the rights
  8. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  9. // copies of the Software, and to permit persons to whom the Software is
  10. // furnished to do so, subject to the following conditions:
  11. //
  12. // The above copyright notice and this permission notice shall be included in
  13. // all copies or substantial portions of the Software.
  14. //
  15. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  18. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  20. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  21. // THE SOFTWARE.
  22. //
  23. #pragma once
  24. #include "Variant.h"
  25. /// Last sent state of a component for network replication.
  26. struct ComponentReplicationState
  27. {
  28. /// Component type.
  29. ShortStringHash type_;
  30. /// Attribute values.
  31. Vector<Variant> attributes_;
  32. /// Update frame number.
  33. unsigned frameNumber_;
  34. };
  35. /// Last sent state of a node for network replication.
  36. struct NodeReplicationState
  37. {
  38. /// Attribute values.
  39. Vector<Variant> attributes_;
  40. /// User variables.
  41. VariantMap vars_;
  42. /// Components by ID.
  43. Map<unsigned, ComponentReplicationState> components_;
  44. /// Interest management priority accumulator.
  45. float priorityAcc_;
  46. /// Update frame number.
  47. unsigned frameNumber_;
  48. };