ddnet/src/game/server/eventhandler.h

49 lines
1.1 KiB
C++

/* (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 <cstdint>
#include <engine/shared/protocol.h>
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<typename T>
T *Create(CClientMask Mask = CClientMask().set())
{
return static_cast<T *>(Create(T::ms_MsgID, sizeof(T), Mask));
}
void Clear();
void Snap(int SnappingClient);
void EventToSixup(int *pType, int *pSize, const char **ppData);
};
#endif