Major networking refactoring to allow for snapshot filtering outside of netcode

This commit is contained in:
2016-02-09 13:22:21 +01:00
parent 2b4e00e4b0
commit d3bc48f5f7
28 changed files with 382 additions and 198 deletions
+11 -5
View File
@@ -1,6 +1,8 @@
#ifndef Game_h__
#define Game_h__
#include <boost/program_options.hpp>
#include "Core/ResourceManager.h"
#include "Core/ConfigFile.h"
#include "Core/EventBroker.h"
@@ -14,7 +16,7 @@
#include "Core/EKeyDown.h"
#include "Core/EntityFilePreprocessor.h"
#include "Core/SystemPipeline.h"
#include "ExplosionEffectSystem.h"
#include "Systems/ExplosionEffectSystem.h"
#include "Editor/EditorSystem.h"
#include "Core/EntityFile.h"
#include "Rendering/RenderSystem.h"
@@ -42,7 +44,9 @@ public:
void Tick();
private:
double m_LastTime;
std::string m_NetworkAddress;
int m_NetworkPort;
ConfigFile* m_Config = nullptr;
EventBroker* m_EventBroker;
IRenderer* m_Renderer;
@@ -55,13 +59,15 @@ private:
Octree<EntityAABB>* m_OctreeFrustrumCulling;
SystemPipeline* m_SystemPipeline;
RenderFrame* m_RenderFrame;
Network* m_Network = nullptr;
Client* m_NetworkClient = nullptr;
Server* m_NetworkServer = nullptr;
SoundSystem* m_SoundSystem;
double m_LastTime;
bool m_IsClient = false;
bool m_IsServer = false;
// Sound
SoundSystem* m_SoundSystem;
int parseArgs(int argc, char* argv[]);
};
#endif