Torque3D/Engine/source/T3D/gameBase/std/stdGameProcess.h
marauder2k7 efbe5e90f5 virtuals removed
virtuals removed and replaced with override where necessary, clang-tidy to the rescue.
2024-03-18 18:13:00 +00:00

82 lines
2.5 KiB
C++

//-----------------------------------------------------------------------------
// 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_STD_H_
#define _GAMEPROCESS_STD_H_
//#include "T3D/gameBase/processList.h"
#ifndef _GAMEPROCESS_H_
#include "T3D/gameBase/gameProcess.h"
#endif
class GameBase;
class GameConnection;
struct Move;
//----------------------------------------------------------------------------
/// List to keep track of GameBases to process.
class StdClientProcessList : public ClientProcessList
{
typedef ClientProcessList Parent;
protected:
// ProcessList
void onTickObject(ProcessObject *) override;
void advanceObjects() override;
void onAdvanceObjects() override;
public:
StdClientProcessList();
// ProcessList
bool advanceTime( SimTime timeDelta ) override;
// ClientProcessList
void clientCatchup( GameConnection *conn ) override;
static void init();
static void shutdown();
};
class StdServerProcessList : public ServerProcessList
{
typedef ServerProcessList Parent;
protected:
// ProcessList
void onPreTickObject( ProcessObject *pobj ) override;
void onTickObject( ProcessObject *pobj ) override;
void advanceObjects() override;
public:
StdServerProcessList();
static void init();
static void shutdown();
};
#endif // _GAMEPROCESS_STD_H_