/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Oliver Scheuss , (C) 2008 * Co-authors: * ... * */ #ifndef _GamestateHandler_H__ #define _GamestateHandler_H__ #include "NetworkPrereqs.h" #include namespace orxonox { /** @author Oliver Scheuss */ class _NetworkExport GamestateHandler{ private: virtual bool add(packet::Gamestate *gs, unsigned int clientID)=0; virtual bool ack(unsigned int gamestateID, unsigned int clientID)=0; static GamestateHandler* instance_; protected: GamestateHandler(); virtual ~GamestateHandler(); public: static bool addGamestate(packet::Gamestate *gs, unsigned int clientID){ return instance_->add(gs, clientID); } static bool ackGamestate(unsigned int gamestateID, unsigned int clientID){ return instance_->ack(gamestateID, clientID); } static GamestateHandler* getInstance(){ assert(instance_); return instance_; } virtual uint32_t getLastProcessedGamestateID( unsigned int clientID )=0; virtual uint32_t getCurrentGamestateID()=0; }; } #endif /* _GamestateHandler_H__ */