mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
96 lines
2.6 KiB
C++
96 lines
2.6 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_H_
|
|
#define _GAMEPROCESS_H_
|
|
|
|
#ifndef _PLATFORM_H_
|
|
#include "platform/platform.h"
|
|
#endif
|
|
#ifndef _PROCESSLIST_H_
|
|
#include "T3D/gameBase/processList.h"
|
|
#endif
|
|
|
|
|
|
class GameBase;
|
|
class GameConnection;
|
|
struct Move;
|
|
|
|
|
|
class ClientProcessList : public ProcessList
|
|
{
|
|
typedef ProcessList Parent;
|
|
|
|
public:
|
|
|
|
ClientProcessList();
|
|
|
|
// ProcessList
|
|
void addObject( ProcessObject *pobj );
|
|
|
|
/// Called after a correction packet is received from the server.
|
|
/// If the control object was corrected it will now play back any moves
|
|
/// which were rolled back.
|
|
virtual void clientCatchup( GameConnection *conn ) {}
|
|
|
|
static ClientProcessList* get() { return smClientProcessList; }
|
|
|
|
protected:
|
|
|
|
// ProcessList
|
|
void onPreTickObject( ProcessObject *pobj );
|
|
|
|
/// Returns true if backlogged.
|
|
bool doBacklogged( SimTime timeDelta );
|
|
|
|
protected:
|
|
|
|
static ClientProcessList* smClientProcessList;
|
|
};
|
|
|
|
|
|
class ServerProcessList : public ProcessList
|
|
{
|
|
typedef ProcessList Parent;
|
|
|
|
public:
|
|
|
|
ServerProcessList();
|
|
|
|
// ProcessList
|
|
void addObject( ProcessObject *pobj );
|
|
|
|
static ServerProcessList* get() { return smServerProcessList; }
|
|
|
|
protected:
|
|
|
|
// ProcessList
|
|
void onPreTickObject( ProcessObject *pobj );
|
|
void advanceObjects();
|
|
|
|
protected:
|
|
|
|
static ServerProcessList* smServerProcessList;
|
|
};
|
|
|
|
|
|
#endif // _GAMEPROCESS_H_
|