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GameClientDispatch.cpp
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56 lines (48 loc) · 2.65 KB
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/*
** Command & Conquer Generals Zero Hour(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
////////////////////////////////////////////////////////////////////////////////
// //
// (c) 2001-2003 Electronic Arts Inc. //
// //
////////////////////////////////////////////////////////////////////////////////
// FILE: .cpp /////////////////////////////////////////////////////////////////////////////////////
// Author: Colin Day
// Description: Game Client message dispatcher
///////////////////////////////////////////////////////////////////////////////////////////////////
// INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
#include "PreRTS.h" // This must go first in EVERY cpp file in the GameEngine
#include "Common/MessageStream.h"
#include "GameClient/GameClient.h"
//-------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------
/** The Client message dispatcher, this is the last "translator" on the message
* stream before the messages go to the network for processing. It gives
* the client itself the opportunity to respond to any messages on the stream
* or create new ones to pass along to the network and logic */
GameMessageDisposition GameClientMessageDispatcher::translateGameMessage(const GameMessage *msg)
{
if (msg->getType() >= GameMessage::MSG_BEGIN_NETWORK_MESSAGES && msg->getType() <= GameMessage::MSG_END_NETWORK_MESSAGES)
return KEEP_MESSAGE;
if (msg->getType() == GameMessage::MSG_NEW_GAME || msg->getType() == GameMessage::MSG_CLEAR_GAME_DATA)
return KEEP_MESSAGE;
if (msg->getType() == GameMessage::MSG_FRAME_TICK)
return KEEP_MESSAGE;
//DEBUG_LOG(("GameClientMessageDispatcher::translateGameMessage() - eating a %s on frame %d",
//((GameMessage *)msg)->getCommandAsString(), TheGameClient->getFrame()));
return DESTROY_MESSAGE;
}