R-Type
Distributed multiplayer game engine in C++
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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::GameLogic
private
_checkGameOverCondition
()
server::GameLogic
private
_cleanupDeadEntities
()
server::GameLogic
private
_eventBus
server::GameLogic
private
_executeSystems
(float deltaTime)
server::GameLogic
private
_gameActive
server::GameLogic
private
_gameRules
server::GameLogic
private
_hadPlayers
server::GameLogic
private
_initialized
server::GameLogic
private
_inputMutex
server::GameLogic
mutable
private
_lastAppliedSequenceId
server::GameLogic
private
_lastReceivedSequenceId
server::GameLogic
private
_luaEngine
server::GameLogic
private
_pendingInput
server::GameLogic
private
_playerMap
server::GameLogic
private
_playerMutex
server::GameLogic
private
_processInput
()
server::GameLogic
private
_stateManager
server::GameLogic
private
_threadPool
server::GameLogic
private
_world
server::GameLogic
private
despawnPlayer
(uint32_t playerId) override
server::GameLogic
virtual
FIXED_TIMESTEP
server::GameLogic
private
static
GameLogic
(std::shared_ptr< ecs::wrapper::ECSWorld > world=nullptr, std::shared_ptr< ThreadPool > threadPool=nullptr, std::shared_ptr< EventBus > eventBus=nullptr)
server::GameLogic
explicit
getECSWorld
()
server::GameLogic
inline
getGameRules
()
server::GameLogic
inline
getGameRules
() const override
server::GameLogic
inline
virtual
getLastProcessedInput
(uint32_t playerId) const override
server::GameLogic
inline
virtual
getRegistry
() override
server::GameLogic
inline
virtual
getStateManager
()
server::GameLogic
inline
initialize
() override
server::GameLogic
virtual
isGameActive
() const override
server::GameLogic
inline
virtual
loadMap
(const std::string &mapFilePath)
server::GameLogic
onGameStart
()
server::GameLogic
processPlayerInput
(uint32_t playerId, int inputX, int inputY, bool isShooting, uint32_t sequenceId) override
server::GameLogic
virtual
resetGame
() override
server::GameLogic
virtual
spawnPlayer
(uint32_t playerId, const std::string &playerName) override
server::GameLogic
virtual
update
(float deltaTime, uint32_t currentTick) override
server::GameLogic
virtual
~GameLogic
() override
server::GameLogic
~IGameLogic
()=default
server::IGameLogic
virtual
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