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hub / github.com/TorqueGameEngines/Torque3D / clientProcess

Function clientProcess

Engine/source/app/game.cpp:247–284  ·  view source on GitHub ↗

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245//-----------------------------------------------------------------------------
246
247bool 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
286bool serverProcess(U32 timeDelta)
287{

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