Nebula
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#include "api.h"
#include "gameserver.h"
#include "ids/idallocator.h"
#include "memdb/tablesignature.h"
#include "memdb/database.h"
#include "memory/arenaallocator.h"
#include "basegamefeature/managers/blueprintmanager.h"
#include "profiling/profiling.h"
#include "util/fixedarray.h"
Namespaces | |
namespace | Game |
Game::EditorState. | |
Functions | |
World * | Game::GetWorld (WorldHash worldHash) |
returns a world by hash | |
World * | Game::GetWorld (WorldId worldId) |
returns a world by id | |
void | Game::ReleaseDatasets () |
Recycles all current datasets allocated memory to be reused. | |
Game::Dataset | Game::Query (Ptr< MemDb::Database > const &db, Util::Array< MemDb::TableId > &tables, Filter filter) |
Query a subset of tables in a specific db using a specified filter set. | |
BlueprintId | Game::GetBlueprintId (Util::StringAtom name) |
Returns a blueprint id by name. | |
TemplateId | Game::GetTemplateId (Util::StringAtom name) |
Returns a template id by name. | |
Variables | |
static Memory::ArenaAllocator< sizeof(Dataset::View) *256 > | Game::viewAllocator |