rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
#ifndef SINGLE_PLAYER_HH
#define SINGLE_PLAYER_HH
#include "GameState.hh"
/**
* Simple class used to define the LocalPlayer used by Engine to run a local non-network game
*/
class SinglePlayer : public LocalPlayer {
public:
SinglePlayer (GameState &state) :
Player(state, Vector(state.world.dimensions / 2), true)
{
}
};
#endif /* SINGLE_PLAYER_HH */