Prepare for a place to process timing data.
Hopefully what I'm thinking of won't cause too much slowdown.
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@@ -106,6 +106,7 @@ static Preference<Premium> g_Premium( "Premium", Premium_Off );
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Preference<bool> GameState::m_bAutoJoin( "AutoJoin", false );
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GameState::GameState() :
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processedTiming( NULL ),
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m_pCurGame( Message_CurrentGameChanged ),
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m_pCurStyle( Message_CurrentStyleChanged ),
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m_PlayMode( Message_PlayModeChanged ),
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@@ -200,6 +201,16 @@ void GameState::SetMasterPlayerNumber(const PlayerNumber p)
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this->masterPlayerNumber = p;
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}
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TimingData * GameState::GetProcessedTimingData() const
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{
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return this->processedTiming;
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}
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void GameState::SetProcessedTimingData(TimingData t)
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{
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this->processedTiming = &t;
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}
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void GameState::ApplyGameCommand( const RString &sCommand, PlayerNumber pn )
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{
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GameCommand m;
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@@ -37,6 +37,8 @@ class GameState
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{
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/** @brief The player number used with Styles where one player controls both sides. */
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PlayerNumber masterPlayerNumber;
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/** @brief The TimingData that is used for processing certain functions. */
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TimingData * processedTiming;
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public:
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/** @brief Set up the GameState with initial values. */
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GameState();
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@@ -150,6 +152,16 @@ public:
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* @param p the master player number. */
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void SetMasterPlayerNumber(const PlayerNumber p);
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/**
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* @brief Retrieve the present timing data being processed.
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* @return the timing data pointer. */
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TimingData * GetProcessedTimingData() const;
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/**
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* @brief Set the timing data to be used with processing.
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* @param t the timing data. */
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void SetProcessedTimingData(TimingData t);
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bool IsCourseMode() const;
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bool IsBattleMode() const; // not Rave
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