ddnet/src/game/server/eventhandler.h

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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#ifndef GAME_SERVER_EVENTHANDLER_H
#define GAME_SERVER_EVENTHANDLER_H
#include <cstdint>
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#include <engine/shared/protocol.h>
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class CEventHandler
{
enum
{
MAX_EVENTS = 128,
MAX_DATASIZE = 128 * 64,
};
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int m_aTypes[MAX_EVENTS]; // TODO: remove some of these arrays
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int m_aOffsets[MAX_EVENTS];
int m_aSizes[MAX_EVENTS];
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CClientMask m_aClientMasks[MAX_EVENTS];
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char m_aData[MAX_DATASIZE];
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class CGameContext *m_pGameServer;
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int m_CurrentOffset;
int m_NumEvents;
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public:
CGameContext *GameServer() const { return m_pGameServer; }
void SetGameServer(CGameContext *pGameServer);
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CEventHandler();
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void *Create(int Type, int Size, CClientMask Mask = CClientMask().set());
template<typename T>
T *Create(CClientMask Mask = CClientMask().set())
{
return static_cast<T *>(Create(T::ms_MsgID, sizeof(T), Mask));
}
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void Clear();
void Snap(int SnappingClient);
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void EventToSixup(int *pType, int *pSize, const char **ppData);
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};
#endif