mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-27 07:54:51 +01:00
64 lines
2.2 KiB
C++
64 lines
2.2 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
|
|
This program is free software; you can redistribute it and/or modify
|
|
it under the terms of version 2 of the GNU General Public License as published by
|
|
the Free Software Foundation
|
|
|
|
|
|
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. */
|
|
|
|
#ifndef SE_INCL_PLAYERBUFFER_H
|
|
#define SE_INCL_PLAYERBUFFER_H
|
|
#ifdef PRAGMA_ONCE
|
|
#pragma once
|
|
#endif
|
|
|
|
#include <Engine/Network/NetworkMessage.h>
|
|
#include <Engine/Entities/PlayerCharacter.h>
|
|
#include <Engine/Network/ActionBuffer.h>
|
|
|
|
/*
|
|
* Player buffer, located on server; buffers action messages
|
|
*/
|
|
class ENGINE_API CPlayerBuffer {
|
|
public:
|
|
BOOL plb_Active; // set if this player exists
|
|
INDEX plb_Index;
|
|
INDEX plb_iClient; // client that controls this player
|
|
INDEX plb_iPing; // ping in milliseconds
|
|
CPlayerAction plb_paLastAction; // last action sent (used for delta-packing)
|
|
CActionBuffer plb_abReceived; // buffer of actions that were received, but not sent yet
|
|
CPlayerCharacter plb_pcCharacter; // this player's character data
|
|
public:
|
|
|
|
/* Default constructor. */
|
|
CPlayerBuffer(void);
|
|
/* Destructor. */
|
|
~CPlayerBuffer(void);
|
|
|
|
/* Activate player buffer for a new player. */
|
|
void Activate(INDEX iClient);
|
|
/* Deactivate player data for removed player. */
|
|
void Deactivate(void);
|
|
/* Check if this player is active. */
|
|
BOOL IsActive(void) { return plb_Active; };
|
|
|
|
/* Receive action packet from player source. */
|
|
void ReceiveActionPacket(CNetworkMessage *pnm, INDEX iMaxBuffer);
|
|
/* Create action packet for player target from oldest buffered action. */
|
|
// (prepares lag info for given client number)
|
|
void CreateActionPacket(CNetworkMessage *pnm, INDEX iClient);
|
|
/* Advance action buffer by one tick by removing oldest action. */
|
|
void AdvanceActionBuffer(void);
|
|
};
|
|
|
|
|
|
#endif /* include-once check. */
|
|
|