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@@ -1,12 +1,13 @@
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#include "network/race_event_manager.hpp"
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#include "karts/controller/controller.hpp"
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#include "modes/world.hpp"
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#include "network/network_config.hpp"
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#include "network/protocol_manager.hpp"
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#include "network/protocols/synchronization_protocol.hpp"
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#include "network/protocols/controller_events_protocol.hpp"
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#include "network/protocols/game_events_protocol.hpp"
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#include "modes/world.hpp"
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RaceEventManager::RaceEventManager()
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@@ -15,12 +16,16 @@ RaceEventManager::RaceEventManager()
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} // RaceEventManager
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// ----------------------------------------------------------------------------
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#include "karts/controller/controller.hpp"
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RaceEventManager::~RaceEventManager()
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{
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} // ~RaceEventManager
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// ----------------------------------------------------------------------------
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/** In network games this update function is called instead of
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* World::updateWorld(). This allow this function to postpone calling
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* the worl update while the countdown from the SynchronisationProtocol is
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* running.
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*/
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void RaceEventManager::update(float dt)
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{
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// This can happen in case of disconnects - protocol manager is
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@@ -30,7 +35,7 @@ void RaceEventManager::update(float dt)
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SynchronizationProtocol* protocol = static_cast<SynchronizationProtocol*>(
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ProtocolManager::getInstance()->getProtocol(PROTOCOL_SYNCHRONIZATION));
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if (protocol) // if this protocol exists, that's that we play online
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if (protocol) // The existance of this protocol indicates that we play online
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{
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Log::debug("RaceEventManager", "Coutdown value is %f",
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protocol->getCountdown());
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@@ -89,7 +94,7 @@ void RaceEventManager::collectedItem(Item *item, AbstractKart *kart)
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// ----------------------------------------------------------------------------
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void RaceEventManager::controllerAction(Controller* controller,
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PlayerAction action, int value)
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PlayerAction action, int value)
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{
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ControllerEventsProtocol* protocol = static_cast<ControllerEventsProtocol*>(
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ProtocolManager::getInstance()->getProtocol(PROTOCOL_CONTROLLER_EVENTS));
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@@ -31,8 +31,11 @@ class KartUpdateProtocol;
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class AbstractKart;
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class Item;
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/*! \brief Manages the world updates during an online game
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* This function's update is to be called instead of the normal World update
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/** \brief This is the interface between the main game and the online
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* implementation. The main game informs this object about important
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* events (e.g. item collected), which need to be forwarded from the
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* server to all clients. This object then triggers the right message
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* from the various running protocols.
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*/
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class RaceEventManager : public AbstractSingleton<RaceEventManager>
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{
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