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hub / github.com/TorqueGameEngines/Torque3D / clientCatchup

Method clientCatchup

Engine/source/T3D/gameBase/std/stdGameProcess.cpp:248–274  ·  view source on GitHub ↗

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246}
247
248void StdClientProcessList::clientCatchup( GameConnection * connection )
249{
250 SimObjectPtr<GameBase> control = connection->getControlObject();
251 if ( control )
252 {
253 Move * movePtr;
254 U32 numMoves;
255 U32 m = 0;
256 connection->mMoveList->getMoves( &movePtr, &numMoves );
257
258 #ifdef TORQUE_DEBUG_NET_MOVES
259 Con::printf("client catching up... (%i)", numMoves);
260 #endif
261
262 preTickSignal().trigger();
263
264 if ( control->isTicking() )
265 for ( m = 0; m < numMoves; m++ )
266 control->processTick( movePtr++ );
267
268 connection->mMoveList->clearMoves( m );
269 }
270
271 #ifdef TORQUE_DEBUG_NET_MOVES
272 Con::printf("---------");
273 #endif
274}
275
276//--------------------------------------------------------------------------
277// ServerProcessList

Callers 1

readPacketMethod · 0.45

Calls 7

printfFunction · 0.85
isTickingMethod · 0.80
getControlObjectMethod · 0.45
getMovesMethod · 0.45
triggerMethod · 0.45
processTickMethod · 0.45
clearMovesMethod · 0.45

Tested by

no test coverage detected