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source: code/branches/weapons/src/libraries/network/GamestateClient.h @ 8733

Last change on this file since 8733 was 7801, checked in by dafrick, 14 years ago

Merging presentation2 branch back to trunk.

  • Property svn:eol-style set to native
File size: 2.5 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 = static_cast<unsigned int>(-1);
50
51namespace orxonox
52{
53  class _NetworkExport GamestateClient: public GamestateHandler
54  {
55  public:
56    GamestateClient();
57    ~GamestateClient();
58
59    virtual bool      addGamestate(packet::Gamestate *gs, unsigned int clientID);
60    virtual bool      ackGamestate(unsigned int gamestateID, unsigned int clientID);
61    virtual uint32_t  getLastProcessedGamestateID(unsigned int clientID=0) { return this->lastProcessedGamestateID_; }
62    virtual uint32_t  getCurrentGamestateID(){ return this->lastProcessedGamestateID_; }
63
64    bool processGamestates();
65    packet::Gamestate *getGamestate();
66    void cleanup();
67  private:
68    packet::Gamestate *processGamestate(packet::Gamestate *gs);
69    void removeObject(ObjectListIterator<Synchronisable> &it);
70    void printGamestateMap();
71    bool sendAck(unsigned int gamestateID);
72
73    unsigned int           lastAckedGamestateID_;
74    unsigned int           lastProcessedGamestateID_;
75    std::map<unsigned int, packet::Gamestate *> gamestateMap_;
76    packet::Gamestate *tempGamestate_; // we save the received gamestates here during processQueue
77
78  };
79
80}
81
82#endif /* _GamestateClient_H__ */
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