Pyrogenesis  trunk
Public Member Functions | Private Member Functions | Private Attributes | List of all members
CReplayTurnManager Class Reference

Implementation of CLocalTurnManager for replay games. More...

#include <ReplayTurnManager.h>

Inheritance diagram for CReplayTurnManager:
Inheritance graph
[legend]
Collaboration diagram for CReplayTurnManager:
Collaboration graph
[legend]

Public Member Functions

 CReplayTurnManager (CSimulation2 &simulation, IReplayLogger &replay)
 
void StoreReplayCommand (u32 turn, int player, const std::string &command)
 
void StoreReplayTurnLength (u32 turn, u32 turnLength)
 
void StoreReplayHash (u32 turn, const std::string &hash, bool quick)
 
void StoreFinalReplayTurn (u32 turn)
 
- Public Member Functions inherited from CLocalTurnManager
 CLocalTurnManager (CSimulation2 &simulation, 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...
 
- Public Member Functions inherited from CTurnManager
 CTurnManager (CSimulation2 &simulation, u32 defaultTurnLength, 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...
 
bool WillUpdate (float simFrameLength) const
 Returns whether Update(simFrameLength, ...) will process at least one new turn. More...
 
void Interpolate (float simFrameLength, float realFrameLength)
 Advance the graphics by a certain time. 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 ()
 
void QuickLoad ()
 
u32 GetCurrentTurn ()
 

Private Member Functions

void NotifyFinishedUpdate (u32 turn) override
 Called when this client has finished a simulation update. More...
 
void DoTurn (u32 turn)
 
void OnSyncError (u32 turn)
 

Private Attributes

std::map< u32, std::vector< std::pair< player_id_t, std::string > > > m_ReplayCommands
 
std::map< u32, u32m_ReplayTurnLengths
 
std::map< u32, std::pair< std::string, bool > > m_ReplayHash
 

Additional Inherited Members

- Protected Member Functions inherited from CLocalTurnManager
void NotifyFinishedOwnCommands (u32 turn) override
 Called when this client has finished sending all its commands scheduled for the given turn. More...
 
- 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...
 
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_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...
 
bool m_HasSyncError
 
IReplayLoggerm_Replay
 
u32 m_FinalTurn
 

Detailed Description

Implementation of CLocalTurnManager for replay games.

Constructor & Destructor Documentation

CReplayTurnManager::CReplayTurnManager ( CSimulation2 simulation,
IReplayLogger replay 
)

Member Function Documentation

void CReplayTurnManager::DoTurn ( u32  turn)
private
void CReplayTurnManager::NotifyFinishedUpdate ( u32  turn)
overrideprivatevirtual

Called when this client has finished a simulation update.

Reimplemented from CLocalTurnManager.

void CReplayTurnManager::OnSyncError ( u32  turn)
private
void CReplayTurnManager::StoreFinalReplayTurn ( u32  turn)
void CReplayTurnManager::StoreReplayCommand ( u32  turn,
int  player,
const std::string &  command 
)
void CReplayTurnManager::StoreReplayHash ( u32  turn,
const std::string &  hash,
bool  quick 
)
void CReplayTurnManager::StoreReplayTurnLength ( u32  turn,
u32  turnLength 
)

Member Data Documentation

std::map<u32, std::vector<std::pair<player_id_t, std::string> > > CReplayTurnManager::m_ReplayCommands
private
std::map<u32, std::pair<std::string, bool> > CReplayTurnManager::m_ReplayHash
private
std::map<u32, u32> CReplayTurnManager::m_ReplayTurnLengths
private

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