Пример #1
0
void SerializedGameData::MakeSnapshot(GameWorld& gw, EventManager& evMgr)
{
    Prepare(false);

    // Anzahl Objekte reinschreiben
    PushUnsignedInt(GameObject::GetObjCount());

    // Objektmanager serialisieren
    gw.Serialize(*this);
    // EventManager serialisieren
    evMgr.Serialize(*this);
    // Spieler serialisieren
    for(unsigned i = 0; i < GAMECLIENT.GetPlayerCount(); ++i)
        GAMECLIENT.GetPlayer(i).Serialize(*this);

    writtenObjIds.clear();
}
Пример #2
0
void SerializedGameData::MakeSnapshot(GameWorld& gw)
{
    Prepare(false);

    // Anzahl Objekte reinschreiben
    expectedObjectsCount = GameObject::GetObjCount();
    PushUnsignedInt(expectedObjectsCount);

    // Objektmanager serialisieren
    gw.Serialize(*this);
    // EventManager serialisieren
    gw.GetEvMgr().Serialize(*this);
    // Spieler serialisieren
    for(unsigned i = 0; i < gw.GetPlayerCount(); ++i)
        gw.GetPlayer(i).Serialize(*this);

    // If this check fails, we missed some objects or some objects were destroyed without decreasing the obj count
    RTTR_Assert(writtenObjIds.size() == objectsCount);
    RTTR_Assert(expectedObjectsCount == objectsCount + 1); // "Nothing" nodeObj does not get serialized

    writtenObjIds.clear();
}