59 return this->
server !=
nullptr;
A FeatureUnit is an encapsulated feature which can be added to an application.
Definition featureunit.h:34
Definition basemultiplayerclient.h:26
Definition basemultiplayerserver.h:20
Definition multiplayerfeatureunit.h:20
void OnAttach() override
called from GameServer::AttachGameFeature()
Definition multiplayerfeatureunit.cc:107
BaseMultiplayerClient * client
Definition multiplayerfeatureunit.h:49
void OnBeginFrame() override
called on begin of frame
Definition multiplayerfeatureunit.cc:228
virtual void OnRenderDebug()
called when game debug visualization is on
Definition multiplayerfeatureunit.cc:280
void SetClient(BaseMultiplayerClient *client)
Set the client that should be used (if any). You must set this before activating the feature unit.
Definition multiplayerfeatureunit.h:75
void OnDeactivate() override
called before GameServer::RemoveGameFeature()
Definition multiplayerfeatureunit.cc:208
void SetServer(BaseMultiplayerServer *server)
Set the server that should be used (if any). You must set this before activating the feature unit.
Definition multiplayerfeatureunit.h:66
void OnActivate() override
called after GameServer::AttachGameFeature()
Definition multiplayerfeatureunit.cc:182
bool IsServer() const
returns true if this instance is the server.
Definition multiplayerfeatureunit.h:57
BaseMultiplayerServer * server
Definition multiplayerfeatureunit.h:48
void OnFrame() override
called in the middle of the feature trigger cycle
Definition multiplayerfeatureunit.cc:241
void OnEndFrame() override
called at the end of the feature trigger cycle
Definition multiplayerfeatureunit.cc:250
__DeclareClass(MultiplayerFeatureUnit) __DeclareSingleton(MultiplayerFeatureUnit) public ~MultiplayerFeatureUnit()
destructor
Definition multiplayerfeatureunit.cc:98
Definition basemultiplayerclient.cc:24
const double NEBULA_DEFAULT_TICK_RATE
Definition multiplayerfeatureunit.h:17
#define __DeclareSingleton(type)
Definition osxsingleton.h:24
#define __DeclareClass(type)