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source: code/branches/netp6/src/network/GamestateClient.h @ 3607

Last change on this file since 3607 was 3227, checked in by scheusso, 16 years ago

some cleaning up and memory leak fixes

  • Property svn:eol-style set to native
File size: 2.2 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Oliver Scheuss
24 *   Co-authors:
25 *      Dumeni Manatschal
26 *
27 */
28
29//
30// C++ Interface: GameStateClient
31//
32// Description:
33//
34//
35// Author:  Oliver Scheuss, (C) 2007
36//
37// Copyright: See COPYING file that comes with this distribution
38//
39//
40#ifndef _GamestateClient_H__
41#define _GamestateClient_H__
42
43#include "NetworkPrereqs.h"
44
45#include <map>
46#include "core/CorePrereqs.h"
47#include "GamestateHandler.h"
48
49const unsigned int GAMESTATEID_INITIAL = (unsigned int)-1;
50
51namespace orxonox
52{
53  class _NetworkExport GamestateClient: public GamestateHandler
54  {
55  public:
56    GamestateClient();
57    ~GamestateClient();
58
59    bool add(packet::Gamestate *gs, unsigned int clientID);
60    bool ack(unsigned int gamestateID, unsigned int clientID);
61
62    bool processGamestates();
63    packet::Gamestate *getGamestate();
64    void cleanup();
65  private:
66    packet::Gamestate *processGamestate(packet::Gamestate *gs);
67    void removeObject(ObjectListIterator<Synchronisable> &it);
68    void printGamestateMap();
69    bool sendAck(unsigned int gamestateID);
70
71    unsigned int           last_diff_;
72    unsigned int           last_gamestate_;
73    std::map<unsigned int, packet::Gamestate *> gamestateMap_;
74    packet::Gamestate *tempGamestate_; // we save the received gamestates here during processQueue
75
76  };
77
78}
79
80#endif /* _GamestateClient_H__ */
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