7 #ifndef CAFU_CLIENTINFO_HPP_INCLUDED
8 #define CAFU_CLIENTINFO_HPP_INCLUDED
10 #include "Network/Network.hpp"
15 ClientInfoT(
const NetAddressT& ClientAddress_,
const std::string& PlayerName_,
const std::string& ModelName_);
17 void InitForNewWorld(
unsigned long ClientEntityID);
27 float TimeSinceLastUpdate;
38 unsigned long BaseLineFrameNr;
NetAddressT ClientAddress
IP+Port of the client.
Definition: ClientInfo.hpp:23
unsigned long LastKnownFrameReceived
Für Delta-Kompression: Letztes Frame, von dem wir wissen, das der Cl es empf. hat.
Definition: ClientInfo.hpp:37
Network address consisting of an IP4 address and port number.
Definition: Network.hpp:98
This class implements a mixture of a reliable and unreliable, bi-directional network protocol for Caf...
Definition: Network.hpp:391
unsigned long EntityID
ID of our HumanPlayer entity.
Definition: ClientInfo.hpp:35
std::string PlayerName
Player name (e.g. Thunderbird, Firefox, Mordred, ...).
Definition: ClientInfo.hpp:31
GameProtocol1T GameProtocol
The network protocol instance we use for communication with the client.
Definition: ClientInfo.hpp:24
ArrayT< ArrayT< char > > ReliableDatas
Puffer für wichtige, zu bestätigende Messages an den Client.
Definition: ClientInfo.hpp:25
unsigned int LastPlayerCommandNr
The number of the last player command that we have received from the client.
Definition: ClientInfo.hpp:36
ArrayT< ArrayT< unsigned long > > OldStatesPVSEntityIDs
TODO: Replace type with ArrayT<FrameInfoT> ?
Definition: ClientInfo.hpp:39
float TimeSinceLastMessage
Time that passed since the last message arrived (for time-outs and zombies).
Definition: ClientInfo.hpp:26
Definition: ClientInfo.hpp:13
This is the base class for the concrete classes that implement the states of the client.
Definition: ClientState.hpp:18
std::string ModelName
Model name (e.g. Trinity, T801, James, ...).
Definition: ClientInfo.hpp:32
Definition: Renderer.hpp:16
ClientStateT ClientState
Online, Wait4MapInfoACK, Zombie, Download, ...
Definition: ClientInfo.hpp:30