/* ** Command & Conquer Generals(tm) ** Copyright 2025 Electronic Arts Inc. ** ** This program 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 3 of the License, or ** (at your option) any later version. ** ** This program 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 this program. If not, see . */ //////////////////////////////////////////////////////////////////////////////// // // // (c) 2001-2003 Electronic Arts Inc. // // // //////////////////////////////////////////////////////////////////////////////// // FILE: .cpp ///////////////////////////////////////////////////////////////////////////////////// // Author: Colin Day // Description: Game Client message dispatcher /////////////////////////////////////////////////////////////////////////////////////////////////// // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #include "Common/MessageStream.h" #include "GameClient/GameClient.h" //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- /** The Client message dispatcher, this is the last "translator" on the message * stream before the messages go to the network for processing. It gives * the client itself the opportunity to respond to any messages on the stream * or create new ones to pass along to the network and logic */ GameMessageDisposition GameClientMessageDispatcher::translateGameMessage(const GameMessage *msg) { if (msg->getType() >= GameMessage::MSG_BEGIN_NETWORK_MESSAGES && msg->getType() <= GameMessage::MSG_END_NETWORK_MESSAGES) return KEEP_MESSAGE; if (msg->getType() == GameMessage::MSG_NEW_GAME || msg->getType() == GameMessage::MSG_CLEAR_GAME_DATA) return KEEP_MESSAGE; if (msg->getType() == GameMessage::MSG_FRAME_TICK) return KEEP_MESSAGE; //DEBUG_LOG(("GameClientMessageDispatcher::translateGameMessage() - eating a %s on frame %d\n", //((GameMessage *)msg)->getCommandAsAsciiString().str(), TheGameClient->getFrame())); return DESTROY_MESSAGE; } // end clientMessageDispatcher