- Timestamp:
- Oct 21, 2008, 5:53:09 PM (16 years ago)
- File:
-
- 1 edited
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code/branches/objecthierarchy/src/network/GamestateManager.h
r1916 r1990 71 71 ~GamestateManager(); 72 72 73 bool add(packet::Gamestate *gs, int clientID);73 bool add(packet::Gamestate *gs, unsigned int clientID); 74 74 bool processGamestates(); 75 75 bool update(); 76 packet::Gamestate *popGameState( int clientID);76 packet::Gamestate *popGameState(unsigned int clientID); 77 77 78 78 bool getSnapshot(); 79 79 80 bool ack( int gamestateID,int clientID);80 bool ack(unsigned int gamestateID, unsigned int clientID); 81 81 void removeClient(ClientInformation *client); 82 82 private: … … 84 84 bool processGamestate(packet::Gamestate *gs); 85 85 86 std::map<unsigned int, std::map< int, packet::Gamestate*> > gamestateMap_;86 std::map<unsigned int, std::map<unsigned int, packet::Gamestate*> > gamestateMap_; 87 87 //std::map<int, packet::Gamestate*> gamestateMap; //map gsID to gamestate* 88 88 //std::map<int, int> gamestateUsed; // save the number of clients, that use the specific gamestate 89 std::map< int, packet::Gamestate*> gamestateQueue;89 std::map<unsigned int, packet::Gamestate*> gamestateQueue; 90 90 packet::Gamestate *reference; 91 int id_;91 unsigned int id_; 92 92 }; 93 93
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