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https://github.com/ptitSeb/Serious-Engine
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51 lines
1.6 KiB
C++
51 lines
1.6 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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#ifndef SE_INCL_PLAYERBUFFER_H
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#define SE_INCL_PLAYERBUFFER_H
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#ifdef PRAGMA_ONCE
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#pragma once
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#endif
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#include <Engine/Network/NetworkMessage.h>
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#include <Engine/Entities/PlayerCharacter.h>
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#include <Engine/Network/ActionBuffer.h>
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/*
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* Player buffer, located on server; buffers action messages
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*/
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class ENGINE_API CPlayerBuffer {
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public:
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BOOL plb_Active; // set if this player exists
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INDEX plb_Index;
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INDEX plb_iClient; // client that controls this player
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INDEX plb_iPing; // ping in milliseconds
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CPlayerAction plb_paLastAction; // last action sent (used for delta-packing)
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CActionBuffer plb_abReceived; // buffer of actions that were received, but not sent yet
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CPlayerCharacter plb_pcCharacter; // this player's character data
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public:
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/* Default constructor. */
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CPlayerBuffer(void);
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/* Destructor. */
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~CPlayerBuffer(void);
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/* Activate player buffer for a new player. */
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void Activate(INDEX iClient);
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/* Deactivate player data for removed player. */
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void Deactivate(void);
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/* Check if this player is active. */
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BOOL IsActive(void) { return plb_Active; };
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/* Receive action packet from player source. */
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void ReceiveActionPacket(CNetworkMessage *pnm, INDEX iMaxBuffer);
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/* Create action packet for player target from oldest buffered action. */
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// (prepares lag info for given client number)
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void CreateActionPacket(CNetworkMessage *pnm, INDEX iClient);
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/* Advance action buffer by one tick by removing oldest action. */
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void AdvanceActionBuffer(void);
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};
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#endif /* include-once check. */
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