Nebula
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serverprocessors.cc File Reference
#include "basegamefeature/managers/timemanager.h"
#include "components/multiplayer.h"
#include "foundation/stdneb.h"
#include "game/api.h"
#include "game/world.h"
#include "multiplayer/server/basemultiplayerserver.h"
#include "serverprocessors.h"
#include "nflatbuffer/nebula_flat.h"
#include "nflatbuffer/flatbufferinterface.h"
#include "flat/addons/multiplayer/standardprotocol.h"

Classes

struct  Multiplayer::ServerProcessorContext
 

Namespaces

namespace  Multiplayer
 

Macros

#define CREATE_NET_PROCESSOR(FUNC, ORDER)
 

Functions

void Multiplayer::SyncPositions (Game::World *world, NetworkId const &netId, NetworkTransform &netTransform, Game::Position &pos)
 
void Multiplayer::SetupServerProcessors (BaseMultiplayerServer *server)
 
void Multiplayer::ShutdownServerProcessors ()
 
void Multiplayer::SetServerProcessorsActive (bool active)
 

Variables

static ServerProcessorContextMultiplayer::context
 
static Util::StringAtom Multiplayer::frameEvent
 

Macro Definition Documentation

◆ CREATE_NET_PROCESSOR

#define CREATE_NET_PROCESSOR ( FUNC,
ORDER )
Value:
context->processors.Append(Game::ProcessorBuilder(world, #FUNC).On(frameEvent).Order(ORDER).Func(FUNC).Build()); context->processors.Back()->active = false;
Definition processor.h:132
bool active
set to false if the processor shouldn't execute in the frame.
Definition processor.h:39
TYPE & Back() const
return reference to last element
Definition array.h:993
void Append(const TYPE &first, const ELEM_TYPE &... elements)
Append multiple elements to the end of the array.
Definition array.h:1334
Util::Array< Game::Processor * > processors
Definition serverprocessors.cc:22