Remove materials from particle actors to prevent useless warnings.
[0ad.git] / source / network / NetMessage.h
blob3e975ddc893ab986be8c883124da5ad69fd7f8d2
1 /* Copyright (C) 2017 Wildfire Games.
2 * This file is part of 0 A.D.
4 * 0 A.D. is free software: you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation, either version 2 of the License, or
7 * (at your option) any later version.
9 * 0 A.D. is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
18 #ifndef NETMESSAGE_H
19 #define NETMESSAGE_H
21 #include "Serialization.h"
23 // We need the enum from NetMessages.h, but we can't create any classes in
24 // NetMessages.h, since they in turn require CNetMessage to be defined
25 #define ALLNETMSGS_DONT_CREATE_NMTS
26 #include "NetMessages.h"
27 #undef ALLNETMSGS_DONT_CREATE_NMTS
29 /**
30 * The base class for all network messages exchanged within the game.
32 class CNetMessage : public ISerializable
34 friend class CNetSession;
36 public:
38 CNetMessage();
39 CNetMessage(NetMessageType type);
40 virtual ~CNetMessage();
42 /**
43 * Retrieves the message type.
44 * @return Message type
46 NetMessageType GetType() const { return m_Type; }
48 /**
49 * Serialize the message into the specified buffer parameter. The size
50 * required by the buffer parameter can be found by a call to
51 * GetSerializedLength method. The information contained within the message
52 * must be serialized before the message is sent. By default only the
53 * message type and its size are serialized in the buffer parameter.
55 * @param pBuffer Buffer where to serialize the message
56 * @return The position in the buffer right after the
57 * serialized message
59 virtual u8* Serialize(u8* pBuffer) const;
61 /**
62 * Deserializes the message from the specified buffer.
64 * @param pStart Message start within the serialized buffer
65 * @param pEnd Message end within the serialized buffer
66 * @return The position in the buffer right after the
67 * message or NULL if an error occurred
69 virtual const u8* Deserialize(const u8* pStart, const u8* pEnd);
71 /**
72 * Retrieves the size in bytes of the serialized message. Before calling
73 * Serialize, the memory size for the buffer where to serialize the message
74 * object can be found by calling this method.
76 * @return The size of serialized message
78 virtual size_t GetSerializedLength() const;
80 /**
81 * Returns a string representation for the message
83 * @return The message as a string
85 virtual CStr ToString() const;
87 private:
88 NetMessageType m_Type; // Message type
91 /**
92 * Creates messages from data received through the network.
94 class CNetMessageFactory
96 public:
98 /**
99 * Factory method which creates a message object based on the given data
101 * @param pData Data buffer
102 * @param dataSize Size of data buffer
103 * @param scriptInterface Script instance to use when constructing scripted messages
104 * @return The new message created
106 static CNetMessage* CreateMessage(const void* pData, size_t dataSize, const ScriptInterface& scriptInterface);
110 * Special message type for simulation commands.
111 * These commands are exposed as arbitrary JS objects, associated with a specific player.
113 class CSimulationMessage : public CNetMessage
115 public:
116 CSimulationMessage(const ScriptInterface& scriptInterface);
117 CSimulationMessage(const ScriptInterface& scriptInterface, u32 client, i32 player, u32 turn, JS::HandleValue data);
119 /** The compiler can't create a copy constructor because of the PersistentRooted member,
120 * so we have to write it manually.
121 * NOTE: It doesn't clone the m_Data member and the copy will reference the same JS::Value!
123 CSimulationMessage(const CSimulationMessage& orig);
125 virtual u8* Serialize(u8* pBuffer) const;
126 virtual const u8* Deserialize(const u8* pStart, const u8* pEnd);
127 virtual size_t GetSerializedLength() const;
128 virtual CStr ToString() const;
130 u32 m_Client;
131 i32 m_Player;
132 u32 m_Turn;
133 JS::PersistentRooted<JS::Value> m_Data;
134 private:
135 const ScriptInterface& m_ScriptInterface;
139 * Special message type for updated to game startup settings.
141 class CGameSetupMessage : public CNetMessage
143 NONCOPYABLE(CGameSetupMessage);
144 public:
145 CGameSetupMessage(const ScriptInterface& scriptInterface);
146 CGameSetupMessage(const ScriptInterface& scriptInterface, JS::HandleValue data);
147 virtual u8* Serialize(u8* pBuffer) const;
148 virtual const u8* Deserialize(const u8* pStart, const u8* pEnd);
149 virtual size_t GetSerializedLength() const;
150 virtual CStr ToString() const;
152 JS::PersistentRootedValue m_Data;
153 private:
154 const ScriptInterface& m_ScriptInterface;
157 // This time, the classes are created
158 #include "NetMessages.h"
160 #endif // NETMESSAGE_H