tec::ClientGameStateQueue
#include <client-game-state-queue.hpp>
Inherits from tec::EventQueue< EntityCreated >, tec::EventQueue< EntityDestroyed >, tec::EventQueue< NewGameStateEvent >
Public Functions
Name | |
---|---|
ClientGameStateQueue(ServerStats & s) | |
void | Interpolate(const double delta_time) |
void | QueueServerState(GameState && new_state) |
void | UpdatePredictions(GameState & new_state) Explicitly update the current prediction. |
void | CheckPredictionResult(GameState & new_state) |
void | ProcessEventQueue() |
void | SetClientID(eid _client_id) |
void | SetCommandID(state_id_t _command_id) |
virtual void | On(eid , std::shared_ptr< EntityCreated > data) override |
virtual void | On(eid entity_id, std::shared_ptr< EntityDestroyed > data) override |
virtual void | On(eid , std::shared_ptr< NewGameStateEvent > data) override |
GameState & | GetInterpolatedState() |
GameState & | GetBaseState() |
void | SetBaseState(GameState && new_state) |
GameState * | GetGameState(int offset) |
Additional inherited members
Public Functions inherited from tec::EventQueue< EntityCreated >
Name | |
---|---|
EventQueue() | |
EventQueue(eid entity_id) | |
virtual | ~EventQueue() |
void | QueueEvent(Event< T > && e) |
Protected Attributes inherited from tec::EventQueue< EntityCreated >
Name | |
---|---|
Queue< Event< T > > * | read_event_queue |
std::atomic< Queue< Event< T > > * > | write_event_queue |
Public Functions inherited from tec::EventQueue< EntityDestroyed >
Name | |
---|---|
EventQueue() | |
EventQueue(eid entity_id) | |
virtual | ~EventQueue() |
void | QueueEvent(Event< T > && e) |
Protected Attributes inherited from tec::EventQueue< EntityDestroyed >
Name | |
---|---|
Queue< Event< T > > * | read_event_queue |
std::atomic< Queue< Event< T > > * > | write_event_queue |
Public Functions inherited from tec::EventQueue< NewGameStateEvent >
Name | |
---|---|
EventQueue() | |
EventQueue(eid entity_id) | |
virtual | ~EventQueue() |
void | QueueEvent(Event< T > && e) |
Protected Attributes inherited from tec::EventQueue< NewGameStateEvent >
Name | |
---|---|
Queue< Event< T > > * | read_event_queue |
std::atomic< Queue< Event< T > > * > | write_event_queue |
Public Functions Documentation
function ClientGameStateQueue
ClientGameStateQueue(
ServerStats & s
)
function Interpolate
void Interpolate(
const double delta_time
)
function QueueServerState
void QueueServerState(
GameState && new_state
)
function UpdatePredictions
void UpdatePredictions(
GameState & new_state
)
Explicitly update the current prediction.
function CheckPredictionResult
void CheckPredictionResult(
GameState & new_state
)
function ProcessEventQueue
void ProcessEventQueue()
function SetClientID
inline void SetClientID(
eid _client_id
)
function SetCommandID
inline void SetCommandID(
state_id_t _command_id
)
function On
virtual void On(
eid ,
std::shared_ptr< EntityCreated > data
) override
Reimplements: tec::EventQueue::On
function On
virtual void On(
eid entity_id,
std::shared_ptr< EntityDestroyed > data
) override
Reimplements: tec::EventQueue::On
function On
virtual void On(
eid ,
std::shared_ptr< NewGameStateEvent > data
) override
Reimplements: tec::EventQueue::On
function GetInterpolatedState
inline GameState & GetInterpolatedState()
function GetBaseState
inline GameState & GetBaseState()
function SetBaseState
inline void SetBaseState(
GameState && new_state
)
function GetGameState
inline GameState * GetGameState(
int offset
)
Updated on 2022-07-24 at 19:27:35 +0000