Manages synchronization of many objects, based on (client-specified) ID. More...
#include <object-sync.h>
Public Member Functions | |
virtual void | serverUpdate (IN dword_t id, IN dword_t lastClientClock, IN const state_update_t &state)=0 |
Clients should call this whenever they get updated state from the server. | |
virtual void | clientUpdate (IN dword_t clientClock)=0 |
Clients should call this on every local clock update. | |
virtual bool | clientMoveRequest (IN dword_t id, IN const point3d_t &delta, IN float dt, OUT point3d_t &newPosition)=0 |
virtual bool | getState (IN dword_t id, OUT object_state_t &state)=0 |
virtual bool | setTypeId (IN dword_t id, IN const char *typeId)=0 |
virtual bool | setMapId (IN dword_t id, IN const char *mapId)=0 |
virtual void | addRequests (IN netrq::Queue *queue, IN dword_t clock)=0 |
virtual void | removeObject (IN dword_t id)=0 |
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virtual | ~ObjectSync (void) throw () |
static smart_ptr< ObjectSync > | create (IN smart_ptr< MapManager > mapMgr) |
Manages synchronization of many objects, based on (client-specified) ID.
Usually the ID is whatever the server has specified as the object ID.
Definition at line 121 of file object-sync.h.