7 #ifndef CAFU_CASERVERWORLD_HPP_INCLUDED
8 #define CAFU_CASERVERWORLD_HPP_INCLUDED
10 #include "../Ca3DEWorld.hpp"
11 #include "../../Games/PlayerCommand.hpp"
14 namespace cf {
namespace ClipSys {
class CollisionModelT; } }
32 unsigned long InsertHumanPlayerEntityForNextFrame(
const char* PlayerName,
const char* ModelName,
unsigned long ClientInfoNr);
35 void NotifyHumanPlayerEntityOfClientCommand(
unsigned long HumanPlayerEntityID,
const PlayerCommandT& PlayerCommand);
41 unsigned long WriteClientNewBaseLines(
unsigned long OldBaseLineFrameNr,
ArrayT<
ArrayT<char> >& OutDatas)
const;
55 void Think(
float FrameTime);
72 unsigned long m_ServerFrameNr;
void RemoveEntity(unsigned long EntityID)
Removes the entity identified by 'EntityID' from the (server) world.
Definition: ServerWorld.cpp:38
void WriteClientDeltaUpdateMessages(const ClientInfoT &ClientInfo, NetDataT &OutData) const
This method writes a delta update message for the given client into the given OutData.
Definition: ServerWorld.cpp:321
Definition: Ca3DEWorld.hpp:22
This struct represents per-frame player inputs for controlling human player entities.
Definition: PlayerCommand.hpp:32
Definition: ServerWorld.hpp:19
Class that allows easy and portable handling, sending and receiving of data over a network...
Definition: Network.hpp:181
Definition: ClientInfo.hpp:13
This class is used for managing model instances.
Definition: ModelManager.hpp:31
void UpdateFrameInfo(ClientInfoT &ClientInfo) const
This method must be called after Think() for each client: It updates the client's frame info correspo...
Definition: ServerWorld.cpp:283
Definition: Renderer.hpp:16
void Think(float FrameTime)
This method advances the world over the given time FrameTime into the next state. ...
Definition: ServerWorld.cpp:177
This class manages and provides resources (fonts and models) for GuiImplT instances.
Definition: GuiResources.hpp:26