void StdClientProcessList::clientCatchup( GameConnection * connection ) { SimObjectPtr<GameObject> control = connection->getControlObject(); if ( control ) { Move * movePtr; U32 numMoves; U32 m = 0; connection->mMoveList->getMoves( &movePtr, &numMoves ); #ifdef TORQUE_DEBUG_NET_MOVES Con::printf("client catching up... (%i)", numMoves); #endif preTickSignal().trigger(); if ( control->isTicking() ) for ( m = 0; m < numMoves; m++ ) control->processMove( movePtr++ ); connection->mMoveList->clearMoves( m ); } #ifdef TORQUE_DEBUG_NET_MOVES Con::printf("---------"); #endif }
void ExtendedClientProcessList::clientCatchup( GameConnection * connection ) { SimObjectPtr<GameBase> control = connection->getControlObject(); if ( control ) { ExtendedMove * extMovePtr; U32 numMoves; U32 m = 0; ExtendedMoveList* extMoveList = static_cast<ExtendedMoveList*>(connection->mMoveList); extMoveList->getExtMoves( &extMovePtr, &numMoves ); #ifdef TORQUE_DEBUG_NET_MOVES Con::printf("client catching up... (%i)", numMoves); #endif preTickSignal().trigger(); if ( control->isTicking() ) for ( m = 0; m < numMoves; m++ ) control->processTick( extMovePtr++ ); extMoveList->clearMoves( m ); } #ifdef TORQUE_DEBUG_NET_MOVES Con::printf("---------"); #endif }