ClientProcessList Class Reference

#include <gameProcess.h>

Inheritance diagram for ClientProcessList:

Inheritance graph
[legend]
List of all members.

Detailed Description

List to keep track of GameBases to process.


Public Member Functions

 ClientProcessList ()
void addObject (ProcessObject *obj)
bool advanceTime (SimTime timeDelta)
void clientCatchup (GameConnection *)
 ClientProcessList ()
void addObject (ProcessObject *obj)
bool advanceTime (SimTime timeDelta)
void clientCatchup (GameConnection *)
void setCatchup (U32 catchup)
void ageTickCache (S32 numToAge, S32 len)
void forceHifiReset (bool reset)
U32 getTotalTicks ()
void updateMoveSync (S32 moveDiff)
void skipAdvanceObjects (U32 ms)

Protected Member Functions

void onTickObject (ProcessObject *)
void advanceObjects ()
void onAdvanceObjects ()
bool doBacklogged (SimTime timeDelta)
GameBasegetGameBase (ProcessObject *obj)
void onTickObject (ProcessObject *)
void advanceObjects ()
void onAdvanceObjects ()
bool doBacklogged (SimTime timeDelta)
GameBasegetGameBase (ProcessObject *obj)

Private Types

typedef ProcessList Parent
typedef ProcessList Parent

Private Attributes

U32 mSkipAdvanceObjectsMs
bool mForceHifiReset
U32 mCatchup


Member Typedef Documentation


Constructor & Destructor Documentation

ClientProcessList::ClientProcessList (  ) 

ClientProcessList::ClientProcessList (  ) 


Member Function Documentation

void ClientProcessList::onTickObject ( ProcessObject  )  [protected, virtual]

Reimplemented from ProcessList.

void ClientProcessList::advanceObjects (  )  [protected, virtual]

Reimplemented from ProcessList.

void ClientProcessList::onAdvanceObjects (  )  [protected, virtual]

Reimplemented from ProcessList.

bool ClientProcessList::doBacklogged ( SimTime  timeDelta  )  [protected]

GameBase* ClientProcessList::getGameBase ( ProcessObject obj  )  [protected]

void ClientProcessList::addObject ( ProcessObject obj  )  [virtual]

Reimplemented from ProcessList.

bool ClientProcessList::advanceTime ( SimTime  timeDelta  ) 

Reimplemented from ProcessList.

void ClientProcessList::clientCatchup ( GameConnection  ) 

void ClientProcessList::onTickObject ( ProcessObject  )  [protected, virtual]

Reimplemented from ProcessList.

void ClientProcessList::advanceObjects (  )  [protected, virtual]

Reimplemented from ProcessList.

void ClientProcessList::onAdvanceObjects (  )  [protected, virtual]

Reimplemented from ProcessList.

bool ClientProcessList::doBacklogged ( SimTime  timeDelta  )  [protected]

GameBase* ClientProcessList::getGameBase ( ProcessObject obj  )  [protected]

void ClientProcessList::addObject ( ProcessObject obj  )  [virtual]

Reimplemented from ProcessList.

bool ClientProcessList::advanceTime ( SimTime  timeDelta  ) 

Reimplemented from ProcessList.

void ClientProcessList::clientCatchup ( GameConnection  ) 

void ClientProcessList::setCatchup ( U32  catchup  )  [inline]

void ClientProcessList::ageTickCache ( S32  numToAge,
S32  len 
)

void ClientProcessList::forceHifiReset ( bool  reset  )  [inline]

U32 ClientProcessList::getTotalTicks (  )  [inline]

Reimplemented from ProcessList.

void ClientProcessList::updateMoveSync ( S32  moveDiff  ) 

void ClientProcessList::skipAdvanceObjects ( U32  ms  )  [inline]


Member Data Documentation