This class handles all queueing and invoking of timed events, such as combat, spells, NPC dialog responses, range weapons, or NPC respawning.
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| EventManager () |
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csTicks | ProcessEventQueue () |
| Check Event Queue for scheduled events which are due. More...
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void | Push (psGameEvent *event) |
| Add new event to scheduler queue. More...
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virtual void | Run () |
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virtual void | SendMessageDelayed (MsgEntry *msg, csTicks msecDelay) |
| Allows sending of a message not immediately, but after a short delay. More...
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void | Stop () |
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virtual | ~EventManager () |
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Public Member Functions inherited from MsgHandler |
void | AddToLocalQueue (MsgEntry *me) |
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virtual void | Broadcast (MsgEntry *msg, broadcasttype scope=NetBase::BC_EVERYONEBUTSELF, int guildID=-1) |
| Send messages to many clients with one func call. More...
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bool | Flush () |
| Flush the connected output queue. More...
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csTicks | GetPing () |
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bool | Initialize (NetBase *nb, int queuelen=500) |
| Initializes the Handler. More...
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| MsgHandler () |
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virtual void | Multicast (MsgEntry *msg, csArray< PublishDestination > &multi, uint32_t except, float range) |
| Sends the given message me to all the clients in the list. More...
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void | Publish (MsgEntry *msg) |
| Distribute message to all subscribers. More...
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virtual void | SendMessage (MsgEntry *msg) |
| Allows subscribers to respond with new messages. More...
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virtual void | Subscribe (iNetSubscriber *subscriber, msgtype type, uint32_t flags=0x01) |
| Subscribes an iNetSubscriber to a specific message type. More...
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virtual bool | Unsubscribe (iNetSubscriber *subscriber, msgtype type) |
| Unsubscribes a subscriber from a specific message type. More...
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virtual bool | UnsubscribeAll (iNetSubscriber *subscriber) |
| Searches all message types and deletes any Subscription that has the specified subscriber. More...
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virtual | ~MsgHandler () |
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| Singleton (EventManager *ptr) |
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| Singleton (void) |
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| ~Singleton () |
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This class handles all queueing and invoking of timed events, such as combat, spells, NPC dialog responses, range weapons, or NPC respawning.
It maintains a queue ordered by trigger time and is polled by the engine periodically to clear any queued events with trigger times less than the current ticks time.
Definition at line 40 of file eventmanager.h.