/* Copyright (C) 2015 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #ifndef INCLUDED_SIMULATIONCOMMAND #define INCLUDED_SIMULATIONCOMMAND #include "scriptinterface/ScriptTypes.h" #include "simulation2/helpers/Player.h" /** * Simulation command, typically received over the network in multiplayer games. */ struct SimulationCommand { SimulationCommand(player_id_t player, JSContext* cx, JS::HandleValue val) : player(player), data(cx, val) { } SimulationCommand(SimulationCommand&& cmd) : player(cmd.player), data(cmd.data) { } // std::vector::insert requires the move assignment operator at compilation time, // but apparently never uses it (it uses the move constructor). SimulationCommand& operator=(SimulationCommand&& other) { this->player = other.player; this->data = other.data; return *this; } player_id_t player; JS::PersistentRootedValue data; }; #endif // INCLUDED_SIMULATIONCOMMAND