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Engine directory for ticket #1
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Engine/source/T3D/gameBase/gameProcess.h
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Engine/source/T3D/gameBase/gameProcess.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _GAMEPROCESS_H_
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#define _GAMEPROCESS_H_
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#ifndef _PLATFORM_H_
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#include "platform/platform.h"
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#endif
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#ifndef _PROCESSLIST_H_
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#include "T3D/gameBase/processList.h"
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#endif
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class GameBase;
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class GameConnection;
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struct Move;
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class ClientProcessList : public ProcessList
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{
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typedef ProcessList Parent;
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public:
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ClientProcessList();
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// ProcessList
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void addObject( ProcessObject *pobj );
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/// Called after a correction packet is received from the server.
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/// If the control object was corrected it will now play back any moves
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/// which were rolled back.
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virtual void clientCatchup( GameConnection *conn ) {}
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static ClientProcessList* get() { return smClientProcessList; }
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protected:
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// ProcessList
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void onPreTickObject( ProcessObject *pobj );
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/// Returns true if backlogged.
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bool doBacklogged( SimTime timeDelta );
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protected:
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static ClientProcessList* smClientProcessList;
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};
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class ServerProcessList : public ProcessList
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{
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typedef ProcessList Parent;
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public:
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ServerProcessList();
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// ProcessList
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void addObject( ProcessObject *pobj );
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static ServerProcessList* get() { return smServerProcessList; }
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protected:
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// ProcessList
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void onPreTickObject( ProcessObject *pobj );
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void advanceObjects();
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protected:
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static ServerProcessList* smServerProcessList;
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};
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#endif // _GAMEPROCESS_H_
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