7b2567924b
Keyboard sensors can now hook escape key. Ctrl-Break can be used from within blender if you've forgotten an end game actuator. Fixed a stupid bug preventing some actuators working (like TrackTo).
105 lines
2.9 KiB
C++
105 lines
2.9 KiB
C++
/*
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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* NetworkSceneManagement generic class
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*/
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#ifndef __NG_NETWORKSCENE_H
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#define __NG_NETWORKSCENE_H
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#include "GEN_Map.h"
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#include "STR_HashedString.h"
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#include <vector>
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class NG_NetworkDeviceInterface;
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class NG_NetworkScene
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{
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class NG_NetworkDeviceInterface *m_networkdevice;
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GEN_Map<STR_HashedString, class NG_NetworkObject *> m_networkObjects;
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// GEN_Maps used as a 'Bloom' filter
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typedef GEN_Map<STR_HashedString, std::vector<class NG_NetworkMessage*>* > TMessageMap;
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TMessageMap m_messagesByDestinationName;
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TMessageMap m_messagesBySenderName;
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TMessageMap m_messagesBySubject;
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public:
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NG_NetworkScene(NG_NetworkDeviceInterface *nic);
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~NG_NetworkScene();
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/**
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* progress one frame, handle all network traffic
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*/
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void proceed(double curtime);
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/**
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* add a networkobject to the scene
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*/
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void AddObject(NG_NetworkObject* object);
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/**
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* remove a networkobject to the scene
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*/
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void RemoveObject(NG_NetworkObject* object);
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/**
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* remove all objects at once
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*/
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void RemoveAllObjects();
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/**
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* send a message (ascii text) over the network
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*/
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void SendMessage(const STR_String& to,const STR_String& from,const STR_String& subject,const STR_String& message);
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/**
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* find an object by name
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*/
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NG_NetworkObject* FindNetworkObject(const STR_String& objname);
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bool ConstraintsAreValid(const STR_String& from,const STR_String& subject,class NG_NetworkMessage* message);
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vector<NG_NetworkMessage*> FindMessages(const STR_String& to,const STR_String& from,const STR_String& subject,bool spamallowed);
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protected:
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/**
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* Releases messages in message map members.
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*/
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void ClearAllMessageMaps(void);
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/**
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* Releases messages for the given message map.
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* @param map Message map with messages.
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*/
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void ClearMessageMap(TMessageMap& map);
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};
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#endif //__NG_NETWORKSCENE_H
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