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Make include-what-you-use happy with files in source/network and fix what needs to be fixed. Ref: #8086 Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
62 lines
1.8 KiB
C++
62 lines
1.8 KiB
C++
/* Copyright (C) 2025 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_NETCLIENTTURNMANAGER
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#define INCLUDED_NETCLIENTTURNMANAGER
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#include "lib/code_annotation.h"
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#include "lib/types.h"
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#include "network/NetMessage.h"
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#include "ps/CStr.h"
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#include "simulation2/system/TurnManager.h"
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#include <js/TypeDecls.h>
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#include <vector>
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class CNetClient;
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class CSimulation2;
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class IReplayLogger;
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/**
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* Implementation of CTurnManager for network clients.
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*/
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class CNetClientTurnManager : public CTurnManager
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{
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NONCOPYABLE(CNetClientTurnManager);
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public:
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CNetClientTurnManager(CSimulation2& simulation, CNetClient& client, int clientId, IReplayLogger& replay);
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void OnSimulationMessage(CSimulationMessage* msg) override;
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void PostCommand(JS::HandleValue data) override;
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/**
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* Notify the server that all commands are sent to prepare the connection for termination.
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*/
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void OnDestroyConnection();
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void OnSyncError(u32 turn, const CStr& expectedHash, const std::vector<CSyncErrorMessage::S_m_PlayerNames>& playerNames);
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private:
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void NotifyFinishedOwnCommands(u32 turn) override;
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void NotifyFinishedUpdate(u32 turn) override;
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CNetClient& m_NetClient;
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};
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#endif // INCLUDED_NETCLIENTTURNMANAGER
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