- Timestamp:
- Dec 14, 2010, 8:54:00 PM (15 years ago)
- File:
-
- 1 edited
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code/branches/network5/src/libraries/network/GamestateClient.h
r5781 r7759 57 57 ~GamestateClient(); 58 58 59 bool add(packet::Gamestate *gs, unsigned int clientID); 60 bool ack(unsigned int gamestateID, unsigned int clientID); 59 virtual bool add(packet::Gamestate *gs, unsigned int clientID); 60 virtual bool ack(unsigned int gamestateID, unsigned int clientID); 61 virtual uint32_t getLastProcessedGamestateID(unsigned int clientID) { return this->lastProcessedGamestateID_; } 62 virtual uint32_t getCurrentGamestateID(){ return this->lastProcessedGamestateID_; } 61 63 62 64 bool processGamestates(); … … 69 71 bool sendAck(unsigned int gamestateID); 70 72 71 unsigned int last _diff_;72 unsigned int last _gamestate_;73 unsigned int lastAckedGamestateID_; 74 unsigned int lastProcessedGamestateID_; 73 75 std::map<unsigned int, packet::Gamestate *> gamestateMap_; 74 76 packet::Gamestate *tempGamestate_; // we save the received gamestates here during processQueue
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