57 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:18
void OnAttach() override
called from GameServer::AttachGameFeature()
Definition multiplayerfeatureunit.cc:94
BaseMultiplayerClient * client
Definition multiplayerfeatureunit.h:47
void OnBeginFrame() override
called on begin of frame
Definition multiplayerfeatureunit.cc:155
virtual void OnRenderDebug()
called when game debug visualization is on
Definition multiplayerfeatureunit.cc:205
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:73
void OnDeactivate() override
called before GameServer::RemoveGameFeature()
Definition multiplayerfeatureunit.cc:135
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:64
void OnActivate() override
called after GameServer::AttachGameFeature()
Definition multiplayerfeatureunit.cc:111
bool IsServer() const
returns true if this instance is the server.
Definition multiplayerfeatureunit.h:55
BaseMultiplayerServer * server
Definition multiplayerfeatureunit.h:46
void OnFrame() override
called in the middle of the feature trigger cycle
Definition multiplayerfeatureunit.cc:168
void OnEndFrame() override
called at the end of the feature trigger cycle
Definition multiplayerfeatureunit.cc:177
__DeclareClass(MultiplayerFeatureUnit) __DeclareSingleton(MultiplayerFeatureUnit) public ~MultiplayerFeatureUnit()
destructor
Definition multiplayerfeatureunit.cc:85
Definition basemultiplayerclient.cc:24
#define __DeclareSingleton(type)
Definition osxsingleton.h:24
#define __DeclareClass(type)