| 245 | //----------------------------------------------------------------------------- |
| 246 | |
| 247 | bool clientProcess(U32 timeDelta) |
| 248 | { |
| 249 | #ifdef TORQUE_AFX_ENABLED |
| 250 | // Required heartbeat call on the client side which must come |
| 251 | // before the advanceTime() calls are made to the scene objects. |
| 252 | arcaneFX::advanceTime(timeDelta); |
| 253 | #endif |
| 254 | bool ret = true; |
| 255 | |
| 256 | #ifndef TORQUE_TGB_ONLY |
| 257 | ret = ClientProcessList::get()->advanceTime(timeDelta); |
| 258 | #else |
| 259 | ret = gt2dNetworkClientProcess.advanceTime( timeDelta ); |
| 260 | #endif |
| 261 | |
| 262 | ITickable::advanceTime(timeDelta); |
| 263 | |
| 264 | #ifndef TORQUE_TGB_ONLY |
| 265 | // Determine if we're lagging |
| 266 | GameConnection* connection = GameConnection::getConnectionToServer(); |
| 267 | if(connection) |
| 268 | { |
| 269 | connection->detectLag(); |
| 270 | } |
| 271 | #else |
| 272 | // Determine if we're lagging |
| 273 | t2dGameConnection* connection = t2dGameConnection::getConnectionToServer(); |
| 274 | if(connection) |
| 275 | { |
| 276 | connection->detectLag(); |
| 277 | } |
| 278 | #endif |
| 279 | |
| 280 | // Let SFX process. |
| 281 | SFX->_update(); |
| 282 | |
| 283 | return ret; |
| 284 | } |
| 285 | |
| 286 | bool serverProcess(U32 timeDelta) |
| 287 | { |
no test coverage detected