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//-----------------------------------------------------------------------------
// Name: set_player_state.h
// Developer: Wolfire Games LLC
// Description:
// License: Read below
//-----------------------------------------------------------------------------
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#pragma once
#include "online_message_base.h"
struct PlayerState;
namespace OnlineMessages {
// TODO It would be nice if we could only send the deltas instead of resending everything every time
class SetPlayerState : public OnlineMessageBase {
private:
PlayerID player_id;
CommonObjectID object_id;
std::string playername;
uint16_t ping;
int32_t controller_id;
int32_t camera_id;
public:
SetPlayerState(PlayerID player_id, const PlayerState* player_state);
static binn* Serialize(void* object);
static void Deserialize(void* object, binn* source);
static void Execute(const OnlineMessageRef& ref, void* object, PeerID from);
static void* Construct(void* mem);
static void Destroy(void* object);
};
}
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