#include <ServerGameWorld.h>
◆ ServerGameWorld()
| ServerGameWorld::ServerGameWorld |
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TODO Add transfer with correct data implemented that it tells entity stream client is near border TODO Make the transfered data live somewhere temporary and update the temp entity should update with movement when it gets ok from enity stream change ownership to new server and make old server place in transfer queue, when not recieving transfer pending from entity remove from queue after some time.
◆ ~ServerGameWorld()
| ServerGameWorld::~ServerGameWorld |
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override |
◆ AutoConnect()
| void ServerGameWorld::AutoConnect |
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const ConnectConfig & | aConfig | ) |
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◆ CheckIfEntityShouldTransfer()
| bool ServerGameWorld::CheckIfEntityShouldTransfer |
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TransferBorder & | outBorderDirection, |
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Tga::Vector3f | aPosition ) |
◆ HandleEntityMovement()
◆ ImguiInterface()
| void ServerGameWorld::ImguiInterface |
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overridevirtual |
◆ Init()
◆ PrepareStateTransfer()
◆ Render()
| void ServerGameWorld::Render |
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overridevirtual |
◆ SetNetwork()
◆ Update()
| void ServerGameWorld::Update |
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float | aTimeDelta | ) |
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overridevirtual |