blender/source/gameengine/Network/NG_NetworkScene.h
Kester Maddock 7b2567924b Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware.
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).
2004-10-16 11:41:50 +00:00

105 lines
2.9 KiB
C++

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