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TNLTest::Building class Reference

TNLTest::Building Class Reference

#include <testGame.h>

Inheritance diagram for TNLTest::Building:

TNL::NetObject TNL::Object

Detailed Description

The Building class is an example of a NetObject that is ScopeAlways.

ScopeAlways objects are transmitted to all clients that are currently ghosting, regardless of whether or not the scope object calls GhostConnection::objectInScope for them or not. The "buildings" are represented by red rectangles on the playing field, and are constructed with random position and extents.


Public Types

enum  MaskBits { InitialMask = (1 << 0) }
 Mask bits used to determine what states are out of date for this object and what then represent. More...


Public Member Functions

 Building ()
 The Building constructor creates a random position and extent for the building, and marks it as scopeAlways.

 ~Building ()
 The Building destructor removes the Building from the game, if it is associated with a game object.

bool onGhostAdd (TNL::GhostConnection *theConnection)
 Called on the client when this Building object has been ghosted to the client and its first unpackUpdate has been called.

void addToGame (TestGame *game)
 addToGame is a helper function called by onGhostAdd and on the server to add the building to the specified game.

TNL::U32 packUpdate (TNL::GhostConnection *connection, TNL::U32 updateMask, TNL::BitStream *stream)
 packUpdate is called on the server Building object to update any out-of-date network state information to the client.

void unpackUpdate (TNL::GhostConnection *connection, TNL::BitStream *stream)
 Reads the update information about the building from the specified packet BitStream.

 TNL_DECLARE_CLASS (Building)
 This macro declares Building to be a part of the TNL network class management system.


Data Fields

TestGamegame
 The game object this building is associated with.

Position upperLeft
 Upper left corner of the building rectangle on the screen.

Position lowerRight
 Lower right corner of the building rectangle on the screen.


Private Types

typedef TNL::NetObject Parent


Member Typedef Documentation

typedef TNL::NetObject TNLTest::Building::Parent [private]
 

Reimplemented from TNL::NetObject.


Member Enumeration Documentation

enum TNLTest::Building::MaskBits
 

Mask bits used to determine what states are out of date for this object and what then represent.

Enumeration values:
InitialMask  Building's only mask bit is the initial mask, as no other states are ever set.


Constructor & Destructor Documentation

TNLTest::Building::Building  ) 
 

The Building constructor creates a random position and extent for the building, and marks it as scopeAlways.

TNLTest::Building::~Building  ) 
 

The Building destructor removes the Building from the game, if it is associated with a game object.


Member Function Documentation

bool TNLTest::Building::onGhostAdd TNL::GhostConnection theConnection  )  [virtual]
 

Called on the client when this Building object has been ghosted to the client and its first unpackUpdate has been called.

onGhostAdd adds the building to the client game.

Reimplemented from TNL::NetObject.

void TNLTest::Building::addToGame TestGame game  ) 
 

addToGame is a helper function called by onGhostAdd and on the server to add the building to the specified game.

TNL::U32 TNLTest::Building::packUpdate TNL::GhostConnection connection,
TNL::U32  updateMask,
TNL::BitStream stream
[virtual]
 

packUpdate is called on the server Building object to update any out-of-date network state information to the client.

Since the Building object only declares an initial mask bit state and never calls setMaskBits, this method will only be invoked when the ghost is being created on the client.

Reimplemented from TNL::NetObject.

void TNLTest::Building::unpackUpdate TNL::GhostConnection connection,
TNL::BitStream stream
[virtual]
 

Reads the update information about the building from the specified packet BitStream.

Reimplemented from TNL::NetObject.

TNLTest::Building::TNL_DECLARE_CLASS Building   ) 
 

This macro declares Building to be a part of the TNL network class management system.


Field Documentation

TestGame* TNLTest::Building::game
 

The game object this building is associated with.

Position TNLTest::Building::upperLeft
 

Upper left corner of the building rectangle on the screen.

Position TNLTest::Building::lowerRight
 

Lower right corner of the building rectangle on the screen.