R-Type
Distributed multiplayer game engine in C++
Loading...
Searching...
No Matches
server::GameLogic Member List

This is the complete list of members for server::GameLogic, including all inherited members.

_applyPlayerInput(uint32_t playerId, const PlayerInput &input)server::GameLogicprivate
_checkGameOverCondition()server::GameLogicprivate
_cleanupDeadEntities()server::GameLogicprivate
_eventBusserver::GameLogicprivate
_executeSystems(float deltaTime)server::GameLogicprivate
_gameActiveserver::GameLogicprivate
_gameRulesserver::GameLogicprivate
_hadPlayersserver::GameLogicprivate
_initializedserver::GameLogicprivate
_inputMutexserver::GameLogicmutableprivate
_lastAppliedSequenceIdserver::GameLogicprivate
_lastReceivedSequenceIdserver::GameLogicprivate
_luaEngineserver::GameLogicprivate
_pendingInputserver::GameLogicprivate
_playerMapserver::GameLogicprivate
_playerMutexserver::GameLogicprivate
_processInput()server::GameLogicprivate
_stateManagerserver::GameLogicprivate
_threadPoolserver::GameLogicprivate
_worldserver::GameLogicprivate
despawnPlayer(uint32_t playerId) overrideserver::GameLogicvirtual
FIXED_TIMESTEPserver::GameLogicprivatestatic
GameLogic(std::shared_ptr< ecs::wrapper::ECSWorld > world=nullptr, std::shared_ptr< ThreadPool > threadPool=nullptr, std::shared_ptr< EventBus > eventBus=nullptr)server::GameLogicexplicit
getECSWorld()server::GameLogicinline
getGameRules()server::GameLogicinline
getGameRules() const overrideserver::GameLogicinlinevirtual
getLastProcessedInput(uint32_t playerId) const overrideserver::GameLogicinlinevirtual
getRegistry() overrideserver::GameLogicinlinevirtual
getStateManager()server::GameLogicinline
initialize() overrideserver::GameLogicvirtual
isGameActive() const overrideserver::GameLogicinlinevirtual
loadMap(const std::string &mapFilePath)server::GameLogic
onGameStart()server::GameLogic
processPlayerInput(uint32_t playerId, int inputX, int inputY, bool isShooting, uint32_t sequenceId) overrideserver::GameLogicvirtual
resetGame() overrideserver::GameLogicvirtual
spawnPlayer(uint32_t playerId, const std::string &playerName) overrideserver::GameLogicvirtual
update(float deltaTime, uint32_t currentTick) overrideserver::GameLogicvirtual
~GameLogic() overrideserver::GameLogic
~IGameLogic()=defaultserver::IGameLogicvirtual