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source: code/branches/network3/src/network/ClientInformation.h @ 1254

Last change on this file since 1254 was 1232, checked in by scheusso, 17 years ago

a lot of changes in order to make it possible to have mulpiple clients with each one a new ship
camera changes
object changes
synchronisable: backsyncronisation should be possible now
gamestatemanager/gamestateclient: functions for backsyncronisation
some changes in order to get the input system (the old one) on the client working
TODO something with the camera position is wrong at the moment (clientside)

File size: 3.0 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 *      ...
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29//
30// C++ Interface: ClientInformation
31//
32// Description:
33//
34//
35// Author:  <>, (C) 2007
36//
37// Copyright: See COPYING file that comes with this distribution
38//
39//
40#ifndef _ClientInformation_H__
41#define _ClientInformation_H__
42
43#include "NetworkPrereqs.h"
44
45#include <enet/enet.h>
46
47#define GAMESTATEID_INITIAL -1
48
49namespace network
50{
51  /**
52  * This class implements a list for client informations
53  * @author Oliver Scheuss
54  */
55  class ClientInformation{
56  public:
57    ClientInformation();
58    ClientInformation(bool head);
59    //   ClientInformation(ClientInformation *prev, ClientInformation *next);
60    //   ClientInformation(ClientInformation *prev);
61    ~ClientInformation();
62    ClientInformation *next();
63    ClientInformation *prev();
64    bool setNext(ClientInformation *next);
65    bool setPrev(ClientInformation *prev);
66    ClientInformation *insertAfter(ClientInformation *ins);
67    ClientInformation *insertBefore(ClientInformation *ins);
68    ClientInformation *insertBack(ClientInformation *ins);
69   
70    // set functions
71    void setID(int clientID);
72    void setPeer(ENetPeer *peer);
73    void setGamestateID(int id);
74    inline void setShipID(int id){ShipID_=id;}
75   
76    // get functions
77    inline int getShipID(){return ShipID_;}
78    int getID();
79    int getGamestateID();
80    ENetPeer *getPeer();
81   
82   
83    bool removeClient(int clientID);
84    bool removeClient(ENetPeer *peer);
85    //## add bool mask-function eventually
86    ClientInformation *findClient(int clientID, bool look_backwards=false);
87    //## add bool mask-function eventually
88    ClientInformation *findClient(ENetAddress *address, bool look_backwards=false);
89
90    void setSynched(bool s);
91    bool getSynched();
92
93    bool head;
94
95  private:
96    ClientInformation *preve;
97    ClientInformation *nexte;
98    //actual information:
99    ENetPeer *peer_;
100    int clientID_;
101    int gamestateID_;
102    int ShipID_;   // this is the unique objectID
103    bool synched_;
104  };
105
106}
107
108#endif /* _ClientInformation_H__ */
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