Torque3D/Engine/source/T3D/gameBase/gameProcess.h
2012-09-19 11:15:01 -04:00

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_