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hub / github.com/GarageGames/Torque3D / clientProcess

Function clientProcess

Engine/source/app/game.cpp:236–268  ·  view source on GitHub ↗

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234//-----------------------------------------------------------------------------
235
236bool clientProcess(U32 timeDelta)
237{
238 bool ret = true;
239
240#ifndef TORQUE_TGB_ONLY
241 ret = ClientProcessList::get()->advanceTime(timeDelta);
242#else
243 ret = gt2dNetworkClientProcess.advanceTime( timeDelta );
244#endif
245
246 ITickable::advanceTime(timeDelta);
247
248#ifndef TORQUE_TGB_ONLY
249 // Determine if we're lagging
250 GameConnection* connection = GameConnection::getConnectionToServer();
251 if(connection)
252 {
253 connection->detectLag();
254 }
255#else
256 // Determine if we're lagging
257 t2dGameConnection* connection = t2dGameConnection::getConnectionToServer();
258 if(connection)
259 {
260 connection->detectLag();
261 }
262#endif
263
264 // Let SFX process.
265 SFX->_update();
266
267 return ret;
268}
269
270bool serverProcess(U32 timeDelta)
271{

Callers 1

processTimeEventFunction · 0.85

Calls 5

advanceTimeFunction · 0.85
detectLagMethod · 0.80
getFunction · 0.50
advanceTimeMethod · 0.45
_updateMethod · 0.45

Tested by

no test coverage detected