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CNetClientTurnManager Class Reference

Implementation of CTurnManager for network clients. More...

#include <NetClientTurnManager.h>

Inheritance diagram for CNetClientTurnManager:
Collaboration diagram for CNetClientTurnManager:

Public Member Functions

 CNetClientTurnManager (CSimulation2 &simulation, CNetClient &client, int clientId, IReplayLogger &replay)
 
void OnSimulationMessage (CSimulationMessage *msg) override
 Called by networking code when a simulation message is received. More...
 
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...
 
void OnDestroyConnection ()
 Notify the server that all commands are sent to prepare the connection for termination. More...
 
void OnSyncError (u32 turn, const CStr &expectedHash, const std::vector< CSyncErrorMessage::S_m_PlayerNames > &playerNames)
 
- Public Member Functions inherited from CTurnManager
 CTurnManager (CSimulation2 &simulation, u32 defaultTurnLength, u32 commandDelay, int clientId, IReplayLogger &replay)
 Construct for a given network session ID. More...
 
virtual ~CTurnManager ()
 
void ResetState (u32 newCurrentTurn, u32 newReadyTurn)
 
void SetPlayerID (int playerId)
 Set the current user's player ID, which will be added into command messages. More...
 
bool Update (float simFrameLength, size_t maxTurns)
 Advance the simulation by a certain time. More...
 
bool UpdateFastForward ()
 Advance the simulation by as much as possible. More...
 
void Interpolate (float simFrameLength, float realFrameLength)
 Advance the graphics by a certain time. More...
 
virtual void OnSimulationMessage (CSimulationMessage *msg)=0
 Called by networking code when a simulation message is received. More...
 
virtual void PostCommand (JS::HandleValue data)=0
 Called by simulation code, to add a new command to be distributed to all clients and executed soon. More...
 
void FinishedAllCommands (u32 turn, u32 turnLength)
 Called when all commands for a given turn have been received. More...
 
void EnableTimeWarpRecording (size_t numTurns)
 Enables the recording of state snapshots every numTurns, which can be jumped back to via RewindTimeWarp(). More...
 
void RewindTimeWarp ()
 Jumps back to the latest recorded state snapshot (if any). More...
 
void QuickSave (JS::HandleValue GUIMetadata)
 
void QuickLoad ()
 
u32 GetCurrentTurn () const
 
u32 GetPendingTurns () const
 

Private Member Functions

 NONCOPYABLE (CNetClientTurnManager)
 
void NotifyFinishedOwnCommands (u32 turn) override
 Called when this client has finished sending all its commands scheduled for the given turn. More...
 
void NotifyFinishedUpdate (u32 turn) override
 Called when this client has finished a simulation update. More...
 

Private Attributes

CNetClientm_NetClient
 

Additional Inherited Members

- Protected Member Functions inherited from CTurnManager
void AddCommand (int client, int player, JS::HandleValue data, u32 turn)
 Store a command to be executed at a given turn. More...
 
virtual void NotifyFinishedOwnCommands (u32 turn)=0
 Called when this client has finished sending all its commands scheduled for the given turn. More...
 
virtual void NotifyFinishedUpdate (u32 turn)=0
 Called when this client has finished a simulation update. More...
 
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...
 
- Protected Attributes inherited from CTurnManager
CSimulation2m_Simulation2
 
u32 m_CurrentTurn
 The turn that we have most recently executed. More...
 
u32 m_CommandDelay
 
u32 m_ReadyTurn
 The latest turn for which we have received all commands from all clients. More...
 
u32 m_TurnLength
 
std::deque< std::map< u32, std::vector< SimulationCommand > > > m_QueuedCommands
 Commands queued at each turn (index 0 is for m_CurrentTurn+1) More...
 
int m_PlayerId
 
uint m_ClientId
 
float m_DeltaSimTime
 Simulation time remaining until we ought to execute the next turn (as a negative value to add elapsed time increments to until we reach 0). More...
 
IReplayLoggerm_Replay
 
u32 m_FinalTurn
 

Detailed Description

Implementation of CTurnManager for network clients.

Constructor & Destructor Documentation

◆ CNetClientTurnManager()

CNetClientTurnManager::CNetClientTurnManager ( CSimulation2 simulation,
CNetClient client,
int  clientId,
IReplayLogger replay 
)

Member Function Documentation

◆ NONCOPYABLE()

CNetClientTurnManager::NONCOPYABLE ( CNetClientTurnManager  )
private

◆ NotifyFinishedOwnCommands()

void CNetClientTurnManager::NotifyFinishedOwnCommands ( u32  turn)
overrideprivatevirtual

Called when this client has finished sending all its commands scheduled for the given turn.

Implements CTurnManager.

◆ NotifyFinishedUpdate()

void CNetClientTurnManager::NotifyFinishedUpdate ( u32  turn)
overrideprivatevirtual

Called when this client has finished a simulation update.

Implements CTurnManager.

◆ OnDestroyConnection()

void CNetClientTurnManager::OnDestroyConnection ( )

Notify the server that all commands are sent to prepare the connection for termination.

◆ OnSimulationMessage()

void CNetClientTurnManager::OnSimulationMessage ( CSimulationMessage msg)
overridevirtual

Called by networking code when a simulation message is received.

Implements CTurnManager.

◆ OnSyncError()

void CNetClientTurnManager::OnSyncError ( u32  turn,
const CStr &  expectedHash,
const std::vector< CSyncErrorMessage::S_m_PlayerNames > &  playerNames 
)

◆ PostCommand()

void CNetClientTurnManager::PostCommand ( JS::HandleValue  data)
overridevirtual

Called by simulation code, to add a new command to be distributed to all clients and executed soon.

Implements CTurnManager.

Member Data Documentation

◆ m_NetClient

CNetClient& CNetClientTurnManager::m_NetClient
private

The documentation for this class was generated from the following files: