The server-side counterpart to CNetClientTurnManager.
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#include <NetServerTurnManager.h>
The server-side counterpart to CNetClientTurnManager.
Records the turn state of each client, and sends turn advancement messages when all clients are ready.
Thread-safety:
void CNetServerTurnManager::CheckClientsReady |
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private |
u32 CNetServerTurnManager::GetReadyTurn |
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inline |
Returns the latest turn for which all clients are ready; they will have already been told to execute this turn.
u32 CNetServerTurnManager::GetSavedTurnLength |
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u32 |
turn | ) |
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Returns the turn length that was used for the given turn.
Requires turn <= GetReadyTurn().
void CNetServerTurnManager::InitialiseClient |
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int |
client, |
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u32 |
turn |
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) |
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Inform the turn manager of a new client who will be sending commands.
void CNetServerTurnManager::NotifyFinishedClientCommands |
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int |
client, |
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u32 |
turn |
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) |
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void CNetServerTurnManager::NotifyFinishedClientUpdate |
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int |
client, |
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const CStrW & |
playername, |
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u32 |
turn, |
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const CStr & |
hash |
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) |
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void CNetServerTurnManager::SetTurnLength |
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u32 |
msecs | ) |
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void CNetServerTurnManager::UninitialiseClient |
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int |
client | ) |
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Inform the turn manager that a previously-initialised client has left the game and will no longer be sending commands.
std::map<u32, CStrW> CNetServerTurnManager::m_ClientPlayernames |
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private |
std::map<int, u32> CNetServerTurnManager::m_ClientsReady |
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private |
std::map<int, u32> CNetServerTurnManager::m_ClientsSimulated |
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private |
std::map<u32, std::map<int, std::string> > CNetServerTurnManager::m_ClientStateHashes |
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private |
bool CNetServerTurnManager::m_HasSyncError |
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private |
u32 CNetServerTurnManager::m_ReadyTurn |
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private |
The latest turn for which we have received all commands from all clients.
std::vector<u32> CNetServerTurnManager::m_SavedTurnLengths |
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private |
u32 CNetServerTurnManager::m_TurnLength |
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private |
The documentation for this class was generated from the following files: