/* Copyright (C) 2017 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. 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. * * 0 A.D. 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 0 A.D. If not, see . */ #ifndef INCLUDED_NETCLIENTTURNMANAGER #define INCLUDED_NETCLIENTTURNMANAGER #include "simulation2/system/TurnManager.h" #include "NetMessage.h" class CNetClient; /** * Implementation of CTurnManager for network clients. */ class CNetClientTurnManager : public CTurnManager { NONCOPYABLE(CNetClientTurnManager); public: CNetClientTurnManager(CSimulation2& simulation, CNetClient& client, int clientId, IReplayLogger& replay); void OnSimulationMessage(CSimulationMessage* msg) override; void PostCommand(JS::HandleValue data) override; /** * Notify the server that all commands are sent to prepare the connection for termination. */ void OnDestroyConnection(); void OnSyncError(u32 turn, const CStr& expectedHash, const std::vector& playerNames); private: void NotifyFinishedOwnCommands(u32 turn) override; void NotifyFinishedUpdate(u32 turn) override; CNetClient& m_NetClient; }; #endif // INCLUDED_NETCLIENTTURNMANAGER