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multiplayerfeatureunit.h
Go to the documentation of this file.
1#pragma once
2//------------------------------------------------------------------------------
9#include "game/featureunit.h"
12
13//------------------------------------------------------------------------------
14namespace Multiplayer
15{
16
18{
21
22public:
23
28
29 void OnAttach() override;
30 void OnActivate() override;
31 void OnDeactivate() override;
32 void OnBeginFrame() override;
33 void OnFrame() override;
34 void OnEndFrame() override;
35
36 virtual void OnRenderDebug();
37
39 bool IsServer() const;
44
45private:
48
49};
50
51//--------------------------------------------------------------------------
54inline bool
56{
57 return this->server != nullptr;
58}
59
60//--------------------------------------------------------------------------
63inline void
68
69//--------------------------------------------------------------------------
72inline void
77
78} // namespace Scripting
79//------------------------------------------------------------------------------
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)