Server Meshing
Loading...
Searching...
No Matches
ServerGameWorld Class Reference

#include <ServerGameWorld.h>

Inheritance diagram for ServerGameWorld:
Collaboration diagram for ServerGameWorld:

Public Member Functions

 ServerGameWorld ()
 ~ServerGameWorld () override
void Update (float aTimeDelta) override
void Render () override
void SetNetwork (INetworkTransfer *aNetwork) override
void Init (const ConnectConfig &aConfig) override
void AutoConnect (const ConnectConfig &aConfig)
bool PrepareStateTransfer (TransferBorder border, const ReplicationState *aState)
void HandleEntityMovement (const MovePayload &aMovePayload, const DispatchContext &aDispatchCTX)
void ImguiInterface () override
bool CheckIfEntityShouldTransfer (TransferBorder &outBorderDirection, Tga::Vector3f aPosition)
Public Member Functions inherited from DebugBase
virtual ~DebugBase ()
void AddWorldBox (BoundingBoxObject aBoundingBox)

Additional Inherited Members

Protected Attributes inherited from DebugBase
BoundingBoxObject myBoundingBoxObject
std::vector< Tga::LinePrimitive > myLines

Constructor & Destructor Documentation

◆ ServerGameWorld()

ServerGameWorld::ServerGameWorld ( )

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 ( )
override

Member Function Documentation

◆ AutoConnect()

void ServerGameWorld::AutoConnect ( const ConnectConfig & aConfig)
Here is the call graph for this function:

◆ CheckIfEntityShouldTransfer()

bool ServerGameWorld::CheckIfEntityShouldTransfer ( TransferBorder & outBorderDirection,
Tga::Vector3f aPosition )

◆ HandleEntityMovement()

void ServerGameWorld::HandleEntityMovement ( const MovePayload & aMovePayload,
const DispatchContext & aDispatchCTX )
Here is the call graph for this function:

◆ ImguiInterface()

void ServerGameWorld::ImguiInterface ( )
overridevirtual

Reimplemented from DebugBase.

Here is the call graph for this function:

◆ Init()

void ServerGameWorld::Init ( const ConnectConfig & aConfig)
overridevirtual

Reimplemented from DebugBase.

Here is the call graph for this function:

◆ PrepareStateTransfer()

bool ServerGameWorld::PrepareStateTransfer ( TransferBorder border,
const ReplicationState * aState )
Here is the call graph for this function:

◆ Render()

void ServerGameWorld::Render ( )
overridevirtual

Reimplemented from DebugBase.

Here is the call graph for this function:

◆ SetNetwork()

void ServerGameWorld::SetNetwork ( INetworkTransfer * aNetwork)
overridevirtual

Implements DebugBase.

◆ Update()

void ServerGameWorld::Update ( float aTimeDelta)
overridevirtual

Reimplemented from DebugBase.

Here is the call graph for this function: