R-Type
Distributed multiplayer game engine in C++
Loading...
Searching...
No Matches
StartGame.hpp
Go to the documentation of this file.
1
/*
2
** EPITECH PROJECT, 2025
3
** rtype
4
** File description:
5
** StartGame.hpp - Request to start the game in current room
6
*/
7
8
#pragma once
9
10
#include <cstdint>
11
#include <vector>
12
13
namespace
RType::Messages::C2S
{
20
struct
StartGame
{
21
// No fields needed - player identity comes from session
22
23
std::vector<uint8_t>
serialize
()
const
{
24
// Empty message - just the message type is enough
25
return
std::vector<uint8_t>();
26
}
27
28
static
StartGame
deserialize
(
const
std::vector<uint8_t> &
/*data*/
) {
return
StartGame
(); }
29
};
30
}
// namespace RType::Messages::C2S
RType::Messages::C2S
Client-to-Server messages.
Definition
AutoMatchmaking.hpp:15
RType::Messages::C2S::StartGame
Request from host to start the game in their room.
Definition
StartGame.hpp:20
RType::Messages::C2S::StartGame::serialize
std::vector< uint8_t > serialize() const
Definition
StartGame.hpp:23
RType::Messages::C2S::StartGame::deserialize
static StartGame deserialize(const std::vector< uint8_t > &)
Definition
StartGame.hpp:28
common
Serialization
Capnp
Messages
C2S
StartGame.hpp
Generated by
1.9.8