Richard Boegli's CnC_Generals_Zero_Hour Fork WIP
This is documentation of Richard Boegil's Zero Hour Fork
 
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GameResultsQueue Class Reference

Inherits GameResultsInterface.

Public Member Functions

virtual ~GameResultsQueue ()
 
 GameResultsQueue ()
 
virtual void init ()
 
virtual void reset ()
 
virtual void update ()
 
virtual void startThreads (void)
 
virtual void endThreads (void)
 
virtual Bool areThreadsRunning (void)
 
virtual void addRequest (const GameResultsRequest &req)
 
virtual Bool getRequest (GameResultsRequest &resp)
 
virtual void addResponse (const GameResultsResponse &resp)
 
virtual Bool getResponse (GameResultsResponse &resp)
 
virtual Bool areGameResultsBeingSent (void)
 
- Public Member Functions inherited from GameResultsInterface
virtual ~GameResultsInterface ()
 
- Public Member Functions inherited from SubsystemInterface
 SubsystemInterface ()
 
virtual ~SubsystemInterface ()
 
virtual void postProcessLoad ()
 
virtual void draw (void)
 
void UPDATE (void)
 
void DRAW (void)
 
AsciiString getName (void)
 
void setName (AsciiString name)
 

Additional Inherited Members

- Static Public Member Functions inherited from GameResultsInterface
static GameResultsInterfacecreateNewGameResultsInterface (void)
 
- Protected Attributes inherited from SubsystemInterface
AsciiString m_name
 

Detailed Description

Definition at line 48 of file GameResultsThread.cpp.

Constructor & Destructor Documentation

◆ ~GameResultsQueue()

GameResultsQueue::~GameResultsQueue ( )
virtual

Definition at line 115 of file GameResultsThread.cpp.

◆ GameResultsQueue()

GameResultsQueue::GameResultsQueue ( )

Definition at line 105 of file GameResultsThread.cpp.

Member Function Documentation

◆ addRequest()

void GameResultsQueue::addRequest ( const GameResultsRequest & req)
virtual

Implements GameResultsInterface.

Definition at line 155 of file GameResultsThread.cpp.

◆ addResponse()

void GameResultsQueue::addResponse ( const GameResultsResponse & resp)
virtual

Implements GameResultsInterface.

Definition at line 176 of file GameResultsThread.cpp.

◆ areGameResultsBeingSent()

Bool GameResultsQueue::areGameResultsBeingSent ( void )
virtual

Implements GameResultsInterface.

Definition at line 199 of file GameResultsThread.cpp.

◆ areThreadsRunning()

Bool GameResultsQueue::areThreadsRunning ( void )
virtual

Implements GameResultsInterface.

Definition at line 142 of file GameResultsThread.cpp.

◆ endThreads()

void GameResultsQueue::endThreads ( void )
virtual

Implements GameResultsInterface.

Definition at line 130 of file GameResultsThread.cpp.

◆ getRequest()

Bool GameResultsQueue::getRequest ( GameResultsRequest & resp)
virtual

Implements GameResultsInterface.

Definition at line 163 of file GameResultsThread.cpp.

◆ getResponse()

Bool GameResultsQueue::getResponse ( GameResultsResponse & resp)
virtual

Implements GameResultsInterface.

Definition at line 186 of file GameResultsThread.cpp.

◆ init()

virtual void GameResultsQueue::init ( )
inlinevirtual
  • Assign any default values to data required for the class
    • Allocate any memory and resources needed throughout the lifetime of the class

Implements SubsystemInterface.

Definition at line 54 of file GameResultsThread.cpp.

◆ reset()

virtual void GameResultsQueue::reset ( )
inlinevirtual
  • Any system should be able to reset all data and go back to an empty state that is ready to accept a completely new set of data. Reset() can expect to be used in the context of resetting the engine in order to start or load a new game.
    • Do NOT free and re-allocate resources needed, where possible reorganize and re-initialize the resources already allocated.
    • After a reset, the system does not need to be in EXACTLY the same state as a fresh instantiation. If there are persistent state information for the system make sure you maintain it while restoring or re-initializing other transient parts.

Implements SubsystemInterface.

Definition at line 55 of file GameResultsThread.cpp.

◆ startThreads()

void GameResultsQueue::startThreads ( void )
virtual

Implements GameResultsInterface.

Definition at line 120 of file GameResultsThread.cpp.

◆ update()

virtual void GameResultsQueue::update ( )
inlinevirtual
  • Update methods are the place to do system per frame processing. You should call the system update once each time through the game loop to service the system.
    • Note that currently the GameClient and GameLogic will be updating at different rates where the logic is running real time, and the client will adjust how many loops can be done during one server time slice in order to improve performance on low end machines.

Implements SubsystemInterface.

Definition at line 56 of file GameResultsThread.cpp.


The documentation for this class was generated from the following file: