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CNPLFile_ServerMainLoop Class Reference

main loop handler define a INPLActivationFile handler in C++. More...

Inheritance diagram for CNPLFile_ServerMainLoop:
NPL::INPLActivationFile

Public Member Functions

 CNPLFile_ServerMainLoop (CParaEngineApp *pParaEngineApp)
 
virtual NPL::NPLReturnCode OnActivate (NPL::INPLRuntimeState *pState)
 Function to be called when NPL.activate(filename, {msg}); subclass should always overwrite this function. More...
 
- Public Member Functions inherited from NPL::INPLActivationFile
void addref () const
 add reference count of the object. More...
 
bool delref () const
 decrease reference count of the object. More...
 
int GetRefCount () const
 get the reference count
 
virtual int Release ()
 

Protected Attributes

CParaEngineAppm_pParaEngineApp
 
float m_fElapsedTime
 number of seconds elapsed since the game engine start. More...
 
- Protected Attributes inherited from NPL::INPLActivationFile
int m_refcount
 

Detailed Description

main loop handler define a INPLActivationFile handler in C++.

a main loop file to make sure the FrameMove is called in the NPL thread instead of main thread

Member Function Documentation

§ OnActivate()

virtual NPL::NPLReturnCode CNPLFile_ServerMainLoop::OnActivate ( NPL::INPLRuntimeState pState)
inlinevirtual

Function to be called when NPL.activate(filename, {msg}); subclass should always overwrite this function.

usage: the input message in secure code format. Read data as follows: auto msg = NPLHelper::MsgStringToNPLTable(pState->GetCurrentMsg(), pState->GetCurrentMsgLength()); std::string sType = msg["type"];

Implements NPL::INPLActivationFile.

Member Data Documentation

§ m_fElapsedTime

float CNPLFile_ServerMainLoop::m_fElapsedTime
protected

number of seconds elapsed since the game engine start.


The documentation for this class was generated from the following file: