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source/simulation2/components/CCmpCommandQueue.h
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/* Copyright (C) 2022 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_CCMPCOMMANDQUE | |||||
#define INCLUDED_CCMPCOMMANDQUE | |||||
#include "ICmpCommandQueue.h" | |||||
class CCmpCommandQueue final : public ICmpCommandQueue | |||||
{ | |||||
public: | |||||
static constexpr int typeId{CID_CommandQueue}; | |||||
static void ClassInit(CComponentManager& UNUSED(componentManager)); | |||||
static IComponent* Allocate(const ScriptInterface&, JS::HandleValue); | |||||
static void Deallocate(IComponent* cmp); | |||||
int GetComponentTypeId() const override; | |||||
std::vector<SimulationCommand> m_LocalQueue; | |||||
static std::string GetSchema(); | |||||
void Init(const CParamNode& UNUSED(paramNode)) override; | |||||
void Deinit() override; | |||||
void Serialize(ISerializer& serialize) override; | |||||
void Deserialize(const CParamNode& UNUSED(paramNode), IDeserializer& deserialize) override; | |||||
void PushLocalCommand(player_id_t player, JS::HandleValue cmd) override; | |||||
void PostNetworkCommand(JS::HandleValue cmd1) override; | |||||
void FlushTurn(const std::vector<SimulationCommand>& commands) override; | |||||
}; | |||||
#endif // INCLUDED_CCMPCOMMONDQUEUE |
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