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R-Type
Distributed multiplayer game engine in C++
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#include <cstdint>#include <string>#include <vector>

Go to the source code of this file.
Classes | |
| struct | ConnectionMessages::HandshakeRequestData |
| struct | ConnectionMessages::RegisterRequestData |
| struct | ConnectionMessages::RegisterResponseData |
| struct | ConnectionMessages::HandshakeResponseData |
| struct | ConnectionMessages::DisconnectData |
| struct | ConnectionMessages::KickData |
| struct | ConnectionMessages::PingData |
Namespaces | |
| namespace | ConnectionMessages |
| Helper functions for connection protocol messages. | |
Enumerations | |
| enum class | ConnectionMessages::DisconnectReason : uint8_t { ConnectionMessages::CLIENT_REQUEST = 0 , ConnectionMessages::SERVER_SHUTDOWN = 1 , ConnectionMessages::TIMEOUT = 2 , ConnectionMessages::KICKED = 3 , ConnectionMessages::ERROR = 4 } |
Functions | |
| std::vector< uint8_t > | ConnectionMessages::createHandshakeRequest (const HandshakeRequestData &data) |
| HandshakeRequestData | ConnectionMessages::parseHandshakeRequest (const std::vector< uint8_t > &data) |
| std::vector< uint8_t > | ConnectionMessages::createRegisterRequest (const RegisterRequestData &data) |
| RegisterRequestData | ConnectionMessages::parseRegisterRequest (const std::vector< uint8_t > &data) |
| std::vector< uint8_t > | ConnectionMessages::createRegisterResponse (const RegisterResponseData &data) |
| RegisterResponseData | ConnectionMessages::parseRegisterResponse (const std::vector< uint8_t > &data) |
| std::vector< uint8_t > | ConnectionMessages::createHandshakeResponse (const HandshakeResponseData &data) |
| std::vector< uint8_t > | ConnectionMessages::createDisconnect (const DisconnectData &data) |
| std::vector< uint8_t > | ConnectionMessages::createKick (const KickData &data) |
| std::vector< uint8_t > | ConnectionMessages::createPing (const PingData &data) |