Drag[en]gine Game Engine  1.0
deNetworkState Class Reference

Network State Class. More...

#include <deNetworkState.h>

Inheritance diagram for deNetworkState:
deResource deObject

Public Member Functions

Management
bool IsValidParent (deResource *parent) const
 
Properties
int GetValueCount () const
 
int IndexOfValue (deNetworkValue *value) const
 
deNetworkValueGetValueAt (int index) const
 
void AddValue (deNetworkValue *value)
 
void NotifyValueChanged (int index) const
 
System Peers
deBaseNetworkStateGetNetworkState () const
 
void SetNetworkState (deBaseNetworkState *netState)
 
deBaseScriptingNetworkStateGetScriptingNetworkState () const
 
void SetScriptingNetworkState (deBaseScriptingNetworkState *scrState)
 
Linked List
deWorldGetParentWorld () const
 Parent world or NULL. More...
 
void SetParentWorld (deWorld *world)
 Set parent world or NULL. More...
 
deNetworkStateGetLLWorldPrev () const
 Previous networkState in the parent world linked list. More...
 
void SetLLWorldPrev (deNetworkState *networkState)
 Set next networkState in the parent world linked list. More...
 
deNetworkStateGetLLWorldNext () const
 Next networkState in the parent world linked list. More...
 
void SetLLWorldNext (deNetworkState *networkState)
 Set next networkState in the parent world linked list. More...
 
- Public Member Functions inherited from deResource
deResourceManagerGetResourceManager () const
 Resource manager or NULL if resource is leaking. More...
 
deEngineGetEngine () const
 Game engine object from resource manager. More...
 
deResourceGetLLManagerPrev () const
 Previous resource in the resource manager linked list. More...
 
void SetLLManagerPrev (deResource *resource)
 Set next resource in the resource manager linked list. More...
 
deResourceGetLLManagerNext () const
 Next resource in the resource manager linked list. More...
 
void SetLLManagerNext (deResource *resource)
 Set next resource in the resource manager linked list. More...
 
void MarkLeaking ()
 Marks the resource leaking. More...
 
 deResource (deResourceManager *resourceManager)
 Create resource. More...
 
- Public Member Functions inherited from deObject
int GetRefCount () const
 Reference count. More...
 
void AddReference ()
 Add reference increasing reference count by 1. More...
 
void FreeReference ()
 Decrease reference count by one and delete object if count reaches 0. More...
 
 deObject ()
 Create object with reference count of 1. More...
 

Constructors and Destructors

 deNetworkState (deNetworkStateManager *manager)
 
virtual ~deNetworkState ()
 Clean up network state object. More...
 

Additional Inherited Members

- Protected Member Functions inherited from deResource
virtual ~deResource ()
 Clean up resource. More...
 
- Protected Member Functions inherited from deObject
virtual ~deObject ()
 Clean up object. More...
 

Detailed Description

Network State Class.

Stores the state of a game object. States can be positional if attached to a World or positionless if attached to a network player. Only attached network states are updated and monitored.

Author
Pl├╝ss Roland
Version
1.0
Date
2008

Constructor & Destructor Documentation

◆ deNetworkState()

deNetworkState::deNetworkState ( deNetworkStateManager manager)

Creates a new network state object.

◆ ~deNetworkState()

virtual deNetworkState::~deNetworkState ( )
protectedvirtual

Clean up network state object.

Note
Subclasses should set their destructor protected too to avoid users accidently deleting a reference counted object through the object pointer. Only FreeReference() is allowed to delete the object.

Member Function Documentation

◆ AddValue()

void deNetworkState::AddValue ( deNetworkValue value)

Adds a value.

Referenced by GetValueCount().

◆ GetLLWorldNext()

deNetworkState* deNetworkState::GetLLWorldNext ( ) const
inline

Next networkState in the parent world linked list.

References SetLLWorldNext().

◆ GetLLWorldPrev()

deNetworkState* deNetworkState::GetLLWorldPrev ( ) const
inline

Previous networkState in the parent world linked list.

References SetLLWorldPrev().

◆ GetNetworkState()

deBaseNetworkState* deNetworkState::GetNetworkState ( ) const
inline

Retrieves the network system peer object.

References SetNetworkState().

◆ GetParentWorld()

deWorld* deNetworkState::GetParentWorld ( ) const
inline

Parent world or NULL.

References SetParentWorld().

◆ GetScriptingNetworkState()

deBaseScriptingNetworkState* deNetworkState::GetScriptingNetworkState ( ) const
inline

Retrieves the scripting system peer object.

References SetScriptingNetworkState().

◆ GetValueAt()

deNetworkValue* deNetworkState::GetValueAt ( int  index) const

Retrieves the value at the given index.

Referenced by GetValueCount().

◆ GetValueCount()

int deNetworkState::GetValueCount ( ) const
inline

Retrieves the number of properties.

References AddValue(), GetValueAt(), IndexOfValue(), and NotifyValueChanged().

◆ IndexOfValue()

int deNetworkState::IndexOfValue ( deNetworkValue value) const

Retrieves the index of the given value.

Referenced by GetValueCount().

◆ IsValidParent()

bool deNetworkState::IsValidParent ( deResource parent) const

Determines if the given resource is a valid parent.

◆ NotifyValueChanged()

void deNetworkState::NotifyValueChanged ( int  index) const

Notifies the network peer that the given value changed.

Referenced by GetValueCount().

◆ SetLLWorldNext()

void deNetworkState::SetLLWorldNext ( deNetworkState networkState)

Set next networkState in the parent world linked list.

Referenced by GetLLWorldNext().

◆ SetLLWorldPrev()

void deNetworkState::SetLLWorldPrev ( deNetworkState networkState)

Set next networkState in the parent world linked list.

Referenced by GetLLWorldPrev().

◆ SetNetworkState()

void deNetworkState::SetNetworkState ( deBaseNetworkState netState)

Sets the network system peer object.

Referenced by GetNetworkState().

◆ SetParentWorld()

void deNetworkState::SetParentWorld ( deWorld world)

Set parent world or NULL.

Referenced by GetParentWorld().

◆ SetScriptingNetworkState()

void deNetworkState::SetScriptingNetworkState ( deBaseScriptingNetworkState scrState)

Sets the scripting system peer object.

Referenced by GetScriptingNetworkState().


The documentation for this class was generated from the following file: