/* (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. */ #ifndef GAME_SERVER_EVENTHANDLER_H #define GAME_SERVER_EVENTHANDLER_H #include #include class CEventHandler { enum { MAX_EVENTS = 128, MAX_DATASIZE = 128 * 64, }; int m_aTypes[MAX_EVENTS]; // TODO: remove some of these arrays int m_aOffsets[MAX_EVENTS]; int m_aSizes[MAX_EVENTS]; CClientMask m_aClientMasks[MAX_EVENTS]; char m_aData[MAX_DATASIZE]; class CGameContext *m_pGameServer; int m_CurrentOffset; int m_NumEvents; public: CGameContext *GameServer() const { return m_pGameServer; } void SetGameServer(CGameContext *pGameServer); CEventHandler(); void *Create(int Type, int Size, CClientMask Mask = CClientMask().set()); template T *Create(CClientMask Mask = CClientMask().set()) { return static_cast(Create(T::ms_MsgID, sizeof(T), Mask)); } void Clear(); void Snap(int SnappingClient); void EventToSixup(int *pType, int *pSize, const char **ppData); }; #endif