torque Torque Game Engine Documentation
TGE Version 1.5.2

GhostInfo Struct Reference

#include <netConnection.h>


Detailed Description

Information about a ghosted object.

Note:
If the size of this structure changes, the NetConnection::getGhostIndex function MUST be changed to reflect the new size.


Public Types

enum  Flags {
  Valid = BIT(0),
  InScope = BIT(1),
  ScopeAlways = BIT(2),
  NotYetGhosted = BIT(3),
  Ghosting = BIT(4),
  KillGhost = BIT(5),
  KillingGhost = BIT(6),
  ScopedEvent = BIT(7),
  ScopeLocalAlways = BIT(8)
}
 Flags relating to the state of the object. More...

Data Fields

NetObjectobj
 The object being ghosted.
U32 updateMask
 Flags indicating what state data needs to be transferred.
U32 updateSkipCount
 How many updates have we skipped this guy?
U32 flags
 Flags from GhostInfo::Flags.
F32 priority
 A float value indicating the priority of this object for updates.
U32 index
U32 arrayIndex
References
The GhostInfo structure is used in several linked lists; these members are the implementation for this.

NetConnection::GhostRefupdateChain
 List of references in NetConnections to us.
GhostInfonextObjectRef
 Next ghosted object.
GhostInfoprevObjectRef
 Previous ghosted object.
NetConnectionconnection
 Connection that we're ghosting over.
GhostInfonextLookupInfo
 GhostInfo references are stored in a hash; this is the bucket implementation.


Member Enumeration Documentation

Flags relating to the state of the object.

Enumerator:
Valid 
InScope 
ScopeAlways 
NotYetGhosted 
Ghosting 
KillGhost 
KillingGhost 
ScopedEvent 
ScopeLocalAlways 


Field Documentation

The object being ghosted.

Flags indicating what state data needs to be transferred.

How many updates have we skipped this guy?

A float value indicating the priority of this object for updates.

List of references in NetConnections to us.

Next ghosted object.

Previous ghosted object.

Connection that we're ghosting over.

GhostInfo references are stored in a hash; this is the bucket implementation.




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