/**************************************************************************** Copyright (c) 2007,Radon Labs GmbH Copyright (c) 2011-2013,WebJet Business Division,CYOU http://www.genesis-3d.com.cn Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #ifndef __gameserver_H__ #define __gameserver_H__ #include "core/refcounted.h" #include "core/ptr.h" #include "math/bbox.h" #include "core/singleton.h" #include "appframework/feature.h" #include "util/dictionary.h" //#include "debug/debugtimer.h" //------------------------------------------------------------------------------ namespace App { class Actor; class Manager; class GameServer : public Core::RefCounted { __DeclareClass(GameServer); __DeclareThreadSingleton(GameServer); public: /// constructor GameServer(); /// destructor virtual ~GameServer(); /// open the game world bool Open(); /// close the game world void Close(); /// start the game world bool Start(); /// has the game world already started bool HasStarted() const; /// stop the game world void Stop(); /// trigger the game world void OnFrame(); void OnFrameWithoutGraphics(); /// call OnLoad on all game features void NotifyGameLoad(); /// call OnSave on all game features void NotifyGameSave(); /// add game feature void AttachGameFeature(const GPtr& feature); /// remove game feature void RemoveGameFeature(const GPtr& feature); /// is feature attached bool IsFeatureAttached(const Util::String& stringName) const; /// is quit requested bool IsQuitRequested() const; /// request quit void SetQuitRequested(); //#ifdef __GENESIS_EDITOR__ // // bool StartInEditor(); // //#endif protected: template void onFrame(); bool mOpen; bool mStarted; bool mQuitRequested; //Util::Array > mGameFeatures; typedef Util::Dictionary< Util::String, GPtr > GameFeatures; GameFeatures mGameFeatures; GPtr mDebugRenderFeature; bool mbScript; bool mbPhysics; bool mbAnimation; bool mbParticle; bool mbNetwork; bool mbVegetaion; bool mbSound; bool mbFont; //_declare_timer(mGameServerOnFrame); }; //------------------------------------------------------------------------------ inline bool GameServer::IsQuitRequested() const { return this->mQuitRequested; } //------------------------------------------------------------------------------ inline void GameServer::SetQuitRequested() { this->mQuitRequested = true; } }; // namespace Game //------------------------------------------------------------------------------ #endif //__gameserver_H__