#include <NetworkObject.h>
Inheritance diagram for NetworkObject:
Public Member Functions | |
NetworkObject () | |
virtual | ~NetworkObject () |
virtual unsigned short | GetID (void) const |
virtual void | SetID (unsigned short id) |
Static Public Member Functions | |
static unsigned short | GetStaticItemID (void) |
static void | SetStaticItemID (unsigned short i) |
Static Public Attributes | |
static BasicDataStructures::AVLBalancedBinarySearchTree< ObjectIDNode > | IDTree |
Protected Attributes | |
unsigned short | objectID |
bool | serverAssignedID |
Static Private Attributes | |
static unsigned short | staticItemID = 0 |
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Default Constructor |
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Default Destructor |
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Get the id of the object
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These function is only meant to be used when saving games as you should save the HIGHEST value staticItemID has achieved upon save and reload it upon load. Save AFTER you've created all the items derived from this class you are going to create.
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Associate an id to an object
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These function is only meant to be used when loading games. Load BEFORE you create any new objects that are not SetIDed based on the save data.
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Store all object in an AVL using id as key |
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The network ID of this object |
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Store whether or not its a server assigned ID |
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Number of network object. |