R-Type
Distributed multiplayer game engine in C++
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Server Member List

This is the complete list of members for Server, including all inherited members.

_actionToInput(RType::Messages::Shared::Action action, int &dx, int &dy, bool &shoot)Serverprivate
_broadcastGameState()Serverprivate
_broadcastRoomList(const std::vector< IPeer * > &specificPeers)Serverprivate
_broadcastRoomListToAll()Serverprivate
_broadcastRoomState(std::shared_ptr< server::Room > room)Serverprivate
_commandHandlerServerprivate
_eventBusServerprivate
_frameTimerServerprivate
_getSessionFromPeer(IPeer *peer)Serverprivate
_handleAutoMatchmaking(HostNetworkEvent &event)Serverprivate
_handleChatMessage(HostNetworkEvent &event)Serverprivate
_handleCreateRoom(HostNetworkEvent &event)Serverprivate
_handleDisconnect(HostNetworkEvent &event)Serverprivate
_handleHandshakeRequest(HostNetworkEvent &event)Serverprivate
_handleJoinRoom(HostNetworkEvent &event)Serverprivate
_handleLeaveRoom(HostNetworkEvent &event)Serverprivate
_handleListRooms(HostNetworkEvent &event)Serverprivate
_handleLoginRequest(HostNetworkEvent &event)Serverprivate
_handlePlayerInput(HostNetworkEvent &event)Serverprivate
_handleRegisterRequest(HostNetworkEvent &event)Serverprivate
_handleStartGame(HostNetworkEvent &event)Serverprivate
_handleUpdateAutoMatchmakingPref(HostNetworkEvent &event)Serverprivate
_initializedServerprivate
_lobbyServerprivate
_maxClientsServerprivate
_networkManagerServerprivate
_onMatchmakingRoomCreated(std::shared_ptr< server::Room > room)Serverprivate
_peerToSessionServerprivate
_playerIdToSessionIdServerprivate
_playerIdToUsernameServerprivate
_portServerprivate
_processPendingDestructions()Serverprivate
_roomManagerServerprivate
_runningServerprivate
_sendGameStartToRoom(std::shared_ptr< server::Room > room)Serverprivate
_sendGameStartToSpectator(uint32_t spectatorId, std::shared_ptr< server::Room > room)Serverprivate
_sendKickedNotification(uint32_t playerId)Serverprivate
_sendPacket(IPeer *peer, NetworkMessages::MessageType type, const std::vector< uint8_t > &payload, bool reliable=true)Serverprivate
_sendSystemMessage(uint32_t playerId, const std::string &message)Serverprivate
_serializeEntities(std::shared_ptr< ecs::wrapper::ECSWorld > world, server::IGameLogic *gameLogic=nullptr)Serverprivate
_serializeEntity(ecs::wrapper::Entity &entity, server::IGameLogic *gameLogic=nullptr)Serverprivate
_sessionManagerServerprivate
_sessionPeersServerprivate
getLobby() constServerinline
handlePacket(HostNetworkEvent &event)Serverprivate
initialize()Server
kickPlayer(uint32_t playerId)Server
notifyRoomUpdate(std::shared_ptr< server::Room > room)Server
run()Server
Server(uint16_t port, size_t maxClients=32)Serverexplicit
stop()Server
~Server()Server