Implementation of CTurnManager for offline games.
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#include <LocalTurnManager.h>
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| CLocalTurnManager (CSimulation2 &simulation, IReplayLogger &replay) |
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void | OnSimulationMessage (CSimulationMessage *msg) override |
| Called by networking code when a simulation message is received. More...
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void | PostCommand (JS::HandleValue data) override |
| Called by simulation code, to add a new command to be distributed to all clients and executed soon. More...
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void | PostCommand (player_id_t playerid, JS::HandleValue data) |
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| CTurnManager (CSimulation2 &simulation, u32 defaultTurnLength, u32 commandDelay, int clientId, IReplayLogger &replay) |
| Construct for a given network session ID. More...
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virtual | ~CTurnManager () |
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void | ResetState (u32 newCurrentTurn, u32 newReadyTurn) |
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void | SetPlayerID (int playerId) |
| Set the current user's player ID, which will be added into command messages. More...
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bool | Update (float simFrameLength, size_t maxTurns) |
| Advance the simulation by a certain time. More...
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bool | UpdateFastForward () |
| Advance the simulation by as much as possible. More...
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void | Interpolate (float simFrameLength, float realFrameLength) |
| Advance the graphics by a certain time. More...
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void | FinishedAllCommands (u32 turn, u32 turnLength) |
| Called when all commands for a given turn have been received. More...
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void | EnableTimeWarpRecording (size_t numTurns) |
| Enables the recording of state snapshots every numTurns , which can be jumped back to via RewindTimeWarp(). More...
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void | RewindTimeWarp () |
| Jumps back to the latest recorded state snapshot (if any). More...
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void | QuickSave (JS::HandleValue GUIMetadata) |
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void | QuickLoad () |
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u32 | GetCurrentTurn () const |
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u32 | GetPendingTurns () const |
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void | NotifyFinishedOwnCommands (u32 turn) override |
| Called when this client has finished sending all its commands scheduled for the given turn. More...
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virtual void | NotifyFinishedUpdate (u32 turn) override |
| Called when this client has finished a simulation update. More...
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void | AddCommand (int client, int player, JS::HandleValue data, u32 turn) |
| Store a command to be executed at a given turn. More...
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bool | TurnNeedsFullHash (u32 turn) const |
| Returns whether we should compute a complete state hash for the given turn, instead of a quick less-complete hash. More...
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Implementation of CTurnManager for offline games.
◆ CLocalTurnManager()
◆ NotifyFinishedOwnCommands()
void CLocalTurnManager::NotifyFinishedOwnCommands |
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u32 |
turn | ) |
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overrideprotectedvirtual |
Called when this client has finished sending all its commands scheduled for the given turn.
Implements CTurnManager.
◆ NotifyFinishedUpdate()
void CLocalTurnManager::NotifyFinishedUpdate |
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u32 |
turn | ) |
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overrideprotectedvirtual |
◆ OnSimulationMessage()
Called by networking code when a simulation message is received.
Implements CTurnManager.
◆ PostCommand() [1/2]
void CLocalTurnManager::PostCommand |
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JS::HandleValue |
data | ) |
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overridevirtual |
Called by simulation code, to add a new command to be distributed to all clients and executed soon.
Implements CTurnManager.
◆ PostCommand() [2/2]
void CLocalTurnManager::PostCommand |
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player_id_t |
playerid, |
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JS::HandleValue |
data |
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The documentation for this class was generated from the following files: