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forked from 0ad/0ad
0ad/source/simulation2/components/ICmpCommandQueue.h
wraitii 369c2e8801 Further header & precompiled cleanup, fix no-PCH builds.
GUIObjectBase is made a IGUIObject* to avoid including those headers
un-necessarily. Subsequent diffs ought to clean up the various of
pointers for that with a similar type with reference semantics.

Also:
- Add standard C and C++ headers (mostly cstring for memcpy, string and
vector) where needed.
- Swap out some includes for forward declarations
- Clean up un-necessary boost includes in precompiled and other headers.
- Clean up precompiled headers, including fewer things.
- Move ACPI to the windows-specific folder as it's included there only
and mostly specific to that platform.

Thanks Stan for the testing.

Differential Revision: https://code.wildfiregames.com/D3129
This was SVN commit r24352.
2020-12-09 14:39:14 +00:00

62 lines
2.1 KiB
C++

/* Copyright (C) 2020 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_ICMPCOMMANDQUEUE
#define INCLUDED_ICMPCOMMANDQUEUE
#include "simulation2/system/Interface.h"
#include "simulation2/helpers/SimulationCommand.h"
#include <vector>
/**
* Command queue, for sending orders to entities.
* Each command is associated with a player ID (who triggered the command, in some sense)
* and an arbitrary script value.
*
* Commands can be added to the local queue at any time, and will all be executed at the start
* of the next turn. (This will typically be used by AI scripts.)
*
* Alternatively, commands can be sent to the networking system, and they will be executed
* at the start of some later turn by all players simultaneously. (This will typically be
* used for user inputs.)
*/
class ICmpCommandQueue : public IComponent
{
public:
/**
* Pushes a new command onto the local queue. @p cmd does not need to be rooted.
*/
virtual void PushLocalCommand(player_id_t player, JS::HandleValue cmd) = 0;
/**
* Send a command associated with the current player to the networking system.
*/
virtual void PostNetworkCommand(JS::HandleValue cmd) = 0;
/**
* Calls the ProcessCommand(player, cmd) global script function for each command in the
* local queue and in @p commands, and empties the local queue.
*/
virtual void FlushTurn(const std::vector<SimulationCommand>& commands) = 0;
DECLARE_INTERFACE_TYPE(CommandQueue)
};
#endif // INCLUDED_ICMPCOMMANDQUEUE