Pyrogenesis HEAD
Pyrogenesis, a RTS Engine
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Common turn system (used by clients and offline games). More...
#include <TurnManager.h>
Public Member Functions | |
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 |
Protected Member Functions | |
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 | |
CSimulation2 & | m_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... | |
IReplayLogger & | m_Replay |
u32 | m_FinalTurn |
Private Member Functions | |
NONCOPYABLE (CTurnManager) | |
Private Attributes | |
size_t | m_TimeWarpNumTurns |
std::list< std::string > | m_TimeWarpStates |
std::string | m_QuickSaveState |
JS::PersistentRootedValue | m_QuickSaveMetadata |
Static Private Attributes | |
static const CStr | EventNameSavegameLoaded = "SavegameLoaded" |
Common turn system (used by clients and offline games).
CTurnManager::CTurnManager | ( | CSimulation2 & | simulation, |
u32 | defaultTurnLength, | ||
u32 | commandDelay, | ||
int | clientId, | ||
IReplayLogger & | replay | ||
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Construct for a given network session ID.
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Store a command to be executed at a given turn.
void CTurnManager::EnableTimeWarpRecording | ( | size_t | numTurns | ) |
Enables the recording of state snapshots every numTurns
, which can be jumped back to via RewindTimeWarp().
If numTurns
is 0 then recording is disabled.
Called when all commands for a given turn have been received.
This allows Update to progress to that turn.
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inline |
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void CTurnManager::Interpolate | ( | float | simFrameLength, |
float | realFrameLength | ||
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Advance the graphics by a certain time.
simFrameLength | Length of the previous frame, in simulation seconds |
realFrameLength | Length of the previous frame, in real time seconds |
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protectedpure virtual |
Called when this client has finished sending all its commands scheduled for the given turn.
Implemented in CNetClientTurnManager, and CLocalTurnManager.
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protectedpure virtual |
Called when this client has finished a simulation update.
Implemented in CNetClientTurnManager, CLocalTurnManager, and CReplayTurnManager.
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pure virtual |
Called by networking code when a simulation message is received.
Implemented in CNetClientTurnManager, and CLocalTurnManager.
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pure virtual |
Called by simulation code, to add a new command to be distributed to all clients and executed soon.
Implemented in CNetClientTurnManager, and CLocalTurnManager.
void CTurnManager::QuickLoad | ( | ) |
void CTurnManager::QuickSave | ( | JS::HandleValue | GUIMetadata | ) |
void CTurnManager::RewindTimeWarp | ( | ) |
Jumps back to the latest recorded state snapshot (if any).
void CTurnManager::SetPlayerID | ( | int | playerId | ) |
Set the current user's player ID, which will be added into command messages.
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protected |
Returns whether we should compute a complete state hash for the given turn, instead of a quick less-complete hash.
bool CTurnManager::Update | ( | float | simFrameLength, |
size_t | maxTurns | ||
) |
Advance the simulation by a certain time.
If this brings us past the current turn length, the next turns are processed and the function returns true. Otherwise, nothing happens and it returns false.
simFrameLength | Length of the previous frame, in simulation seconds |
maxTurns | Maximum number of turns to simulate at once |
bool CTurnManager::UpdateFastForward | ( | ) |
Advance the simulation by as much as possible.
Intended for catching up over a small number of turns when rejoining a multiplayer match. Returns true if it advanced by at least one turn.
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The turn that we have most recently executed.
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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).
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Commands queued at each turn (index 0 is for m_CurrentTurn+1)
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The latest turn for which we have received all commands from all clients.
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