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Make CFsm a template
The context doesn't have to be converted to `void*` and back. Differential Revision: https://code.wildfiregames.com/D5253 This was SVN commit r28074.
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+21
-21
@@ -56,7 +56,7 @@ enum
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* It provides an interface between the GUI, the network (via CNetClientSession),
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* and the game (via CGame and CNetClientTurnManager).
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*/
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class CNetClient : public CFsm
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class CNetClient : public CFsm<CNetClient>
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{
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NONCOPYABLE(CNetClient);
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@@ -266,26 +266,26 @@ private:
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void SendAuthenticateMessage();
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// Net message / FSM transition handlers
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static bool OnConnect(void* context, CFsmEvent* event);
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static bool OnHandshake(void* context, CFsmEvent* event);
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static bool OnHandshakeResponse(void* context, CFsmEvent* event);
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static bool OnAuthenticateRequest(void* context, CFsmEvent* event);
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static bool OnAuthenticate(void* context, CFsmEvent* event);
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static bool OnChat(void* context, CFsmEvent* event);
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static bool OnReady(void* context, CFsmEvent* event);
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static bool OnGameSetup(void* context, CFsmEvent* event);
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static bool OnPlayerAssignment(void* context, CFsmEvent* event);
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static bool OnInGame(void* context, CFsmEvent* event);
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static bool OnGameStart(void* context, CFsmEvent* event);
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static bool OnJoinSyncStart(void* context, CFsmEvent* event);
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static bool OnJoinSyncEndCommandBatch(void* context, CFsmEvent* event);
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static bool OnRejoined(void* context, CFsmEvent* event);
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static bool OnKicked(void* context, CFsmEvent* event);
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static bool OnClientTimeout(void* context, CFsmEvent* event);
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static bool OnClientPerformance(void* context, CFsmEvent* event);
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static bool OnClientsLoading(void* context, CFsmEvent* event);
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static bool OnClientPaused(void* context, CFsmEvent* event);
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static bool OnLoadedGame(void* context, CFsmEvent* event);
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static bool OnConnect(CNetClient* client, CFsmEvent* event);
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static bool OnHandshake(CNetClient* client, CFsmEvent* event);
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static bool OnHandshakeResponse(CNetClient* client, CFsmEvent* event);
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static bool OnAuthenticateRequest(CNetClient* client, CFsmEvent* event);
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static bool OnAuthenticate(CNetClient* client, CFsmEvent* event);
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static bool OnChat(CNetClient* client, CFsmEvent* event);
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static bool OnReady(CNetClient* client, CFsmEvent* event);
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static bool OnGameSetup(CNetClient* client, CFsmEvent* event);
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static bool OnPlayerAssignment(CNetClient* client, CFsmEvent* event);
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static bool OnInGame(CNetClient* client, CFsmEvent* event);
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static bool OnGameStart(CNetClient* client, CFsmEvent* event);
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static bool OnJoinSyncStart(CNetClient* client, CFsmEvent* event);
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static bool OnJoinSyncEndCommandBatch(CNetClient* client, CFsmEvent* event);
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static bool OnRejoined(CNetClient* client, CFsmEvent* event);
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static bool OnKicked(CNetClient* client, CFsmEvent* event);
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static bool OnClientTimeout(CNetClient* client, CFsmEvent* event);
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static bool OnClientPerformance(CNetClient* client, CFsmEvent* event);
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static bool OnClientsLoading(CNetClient* client, CFsmEvent* event);
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static bool OnClientPaused(CNetClient* client, CFsmEvent* event);
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static bool OnLoadedGame(CNetClient* client, CFsmEvent* event);
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/**
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* Take ownership of a session object, and use it for all network communication.
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