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

Go to the source code of this file.
Namespaces | |
| namespace | NetworkMessages |
| Network protocol with unified message format. | |
Functions | |
| std::vector< uint8_t > | NetworkMessages::createMessage (MessageType type, const std::vector< uint8_t > &payload) |
| Create a message with type and payload. | |
| MessageType | NetworkMessages::getMessageType (const std::vector< uint8_t > &packet) |
| Get message type from packet. | |
| std::vector< uint8_t > | NetworkMessages::getPayload (const std::vector< uint8_t > &packet) |
| Get payload from packet (without header) | |
| std::vector< uint8_t > | NetworkMessages::serializeString (const std::string &str) |
| Serialize a string to bytes. | |
| std::string | NetworkMessages::deserializeString (const std::vector< uint8_t > &bytes, size_t &offset) |
| Deserialize bytes to string. | |
| std::vector< uint8_t > | NetworkMessages::createConnectRequest (const std::string &playerName, bool isSpectator=false) |
| Create HANDSHAKE_REQUEST message. | |
| std::string | NetworkMessages::parseConnectRequest (const std::vector< uint8_t > &packet, bool &isSpectator) |
| Parse HANDSHAKE_REQUEST message. | |
| std::string | NetworkMessages::parseConnectRequest (const std::vector< uint8_t > &packet) |
| Parse HANDSHAKE_REQUEST message (legacy - without spectator flag) | |
| std::vector< uint8_t > | NetworkMessages::createConnectResponse (const std::string &message) |
| Create HANDSHAKE_RESPONSE message. | |
| std::string | NetworkMessages::parseConnectResponse (const std::vector< uint8_t > &packet) |
| Parse HANDSHAKE_RESPONSE message. | |