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/* Copyright (C) 2015 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_SIMULATIONCOMMAND
#define INCLUDED_SIMULATIONCOMMAND
#include "scriptinterface/ScriptInterface.h"
#include "simulation2/helpers/Player.h"
/**
* Simulation command, typically received over the network in multiplayer games.
*/
struct SimulationCommand
{
SimulationCommand(player_id_t player, JSContext* cx, JS::HandleValue val)
: player(player), data(cx, val)
{
}
SimulationCommand(SimulationCommand&& cmd)
: player(cmd.player), data(cmd.data)
{
}
// std::vector::insert requires the move assignment operator at compilation time,
// but apparently never uses it (it uses the move constructor).
SimulationCommand& operator=(SimulationCommand&& other)
{
this->player = other.player;
this->data = other.data;
return *this;
}
player_id_t player;
JS::PersistentRootedValue data;
};
#endif // INCLUDED_SIMULATIONCOMMAND
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