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Ignore:
Timestamp:
May 5, 2008, 1:19:22 AM (16 years ago)
Author:
scheusso
Message:

a lot of changes in order to make it possible to have mulpiple clients with each one a new ship
camera changes
object changes
synchronisable: backsyncronisation should be possible now
gamestatemanager/gamestateclient: functions for backsyncronisation
some changes in order to get the input system (the old one) on the client working
TODO something with the camera position is wrong at the moment (clientside)

File:
1 edited

Legend:

Unmodified
Added
Removed
  • code/branches/network3/src/network/GameStateManager.h

    r1200 r1232  
    7171    GameStateManager(ClientInformation *head);
    7272    ~GameStateManager();
    73     //#### ADDED FOR TESTING PURPOSE ####
    74     GameStateCompressed* testCompress( GameState* g );
    75     GameState* testDiff( GameState* a, GameState* b );
    76     //#### END TESTING PURPOSE ####
     73   
    7774    void update();
    7875    GameStateCompressed *popGameState(int clientID);
     76    bool pushGameState(GameStateCompressed *gs, int clientID);
    7977    void ackGameState(int clientID, int gamestateID);
    8078  private:
    8179    void cleanup(); // "garbage handler"
    8280    GameState *getSnapshot();
     81    bool loadPartialSnapshot(GameState *state, int clientID);
    8382    GameStateCompressed *encode(GameState *a, GameState *b);
    8483    GameStateCompressed *encode(GameState *a);
    8584    GameState *diff(GameState *a, GameState *b);
    8685    GameStateCompressed *compress_(GameState *a);
     86    GameState *decompress(GameStateCompressed *a);
    8787    bool printGameStates();
     88    bool checkAccess(int clientID, int objectID);
    8889
    8990    std::map<int, GameState*> gameStateMap; //map gsID to gamestate*
     
    9293    ClientInformation *head_;
    9394    int id_;
     95   
     96   
     97   
     98   
     99  public:
     100    //#### ADDED FOR TESTING PURPOSE ####
     101    GameStateCompressed* testCompress( GameState* g );
     102    GameState* testDiff( GameState* a, GameState* b );
     103  //#### END TESTING PURPOSE ####
    94104  };
    95105
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