0ad/source/network/NetClientTurnManager.h

55 lines
1.6 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
#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<CSyncErrorMessage::S_m_PlayerNames>& playerNames);
private:
void NotifyFinishedOwnCommands(u32 turn) override;
void NotifyFinishedUpdate(u32 turn) override;
CNetClient& m_NetClient;
};
#endif // INCLUDED_NETCLIENTTURNMANAGER