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Ignore:
Timestamp:
Dec 19, 2010, 2:27:06 PM (13 years ago)
Author:
scheusso
Message:

some () structural changes
some functional changes (GamestateClient replaced through GamestateManager on client)
reliable packets get buffered until a recent gamestate arrived and got processed

File:
1 edited

Legend:

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Added
Removed
  • code/branches/network5/src/libraries/network/GamestateHandler.h

    r7759 r7777  
    3939    @author Oliver Scheuss
    4040*/
    41 class _NetworkExport GamestateHandler{
     41class _NetworkExport GamestateHandler
     42{
    4243  private:
    43     virtual bool      add(packet::Gamestate *gs, unsigned int clientID)=0;
    44     virtual bool      ack(unsigned int gamestateID, unsigned int clientID)=0;
    45 
    46     static GamestateHandler* instance_;
    4744
    4845
     
    5249
    5350  public:
    54     static bool     addGamestate(packet::Gamestate *gs, unsigned int clientID){ return instance_->add(gs, clientID); }
    55     static bool     ackGamestate(unsigned int gamestateID, unsigned int clientID){ return instance_->ack(gamestateID, clientID); }
    56     static GamestateHandler* getInstance(){ assert(instance_); return instance_; }
    57    
     51    virtual bool      addGamestate(packet::Gamestate* gs, unsigned int clientID) = 0;
     52    virtual bool      ackGamestate(unsigned int gamestateID, unsigned int clientID) = 0;
    5853    virtual uint32_t  getLastProcessedGamestateID( unsigned int clientID )=0;
    5954    virtual uint32_t  getCurrentGamestateID()=0;
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