|
R-Type
Distributed multiplayer game engine in C++
|
Classes | |
| struct | AccountData |
| class | AuthService |
| class | CollisionEvent |
| Represents a collision between two entities. More... | |
| struct | CommandContext |
| Context information for command execution. More... | |
| class | CommandHandler |
| Central command dispatcher. More... | |
| class | EntityCreatedEvent |
| Triggered when a new entity is created. More... | |
| class | EntityDestroyedEvent |
| Triggered when an entity is destroyed. More... | |
| struct | EntitySnapshot |
| Serialized entity state for network transmission. More... | |
| class | EventBus |
| Type-safe event bus for the server. More... | |
| class | FrameTimer |
| Utility class to measure frame durations. More... | |
| class | GameEndedEvent |
| Event triggered when the game ends. More... | |
| class | GameEvent |
| Base class for all game-related events. More... | |
| class | GameLogic |
| Deterministic, authoritative server game logic. More... | |
| class | GameOverState |
| Game state when match has ended. More... | |
| class | GameruleBroadcaster |
| Utility class to send gamerule updates to clients. More... | |
| class | GameRules |
| Centralized game rules and configuration. More... | |
| class | GameStartedEvent |
| Event triggered when the game starts in a specific room. More... | |
| class | GameState |
| Represents a single game state. More... | |
| class | GameStateManager |
| Handles switching between game states. More... | |
| class | GameStateSerializer |
| Serializes and deserializes game state for network transmission. More... | |
| struct | GameStateSnapshot |
| Complete game state at a given tick. More... | |
| class | HelpCommand |
| Displays available commands to the player. More... | |
| class | IAuthService |
| class | ICommand |
| Interface for all chat commands. More... | |
| class | IEvent |
| Base interface for all events. More... | |
| class | IEventBus |
| Minimal interface for the EventBus. More... | |
| interface | IGameLogic |
| Interface for server-side game logic orchestration. More... | |
| class | IGameStateManager |
| Interface for managing game states. More... | |
| class | IMatchmakingService |
| Interface for a matchmaking system. More... | |
| class | InGameState |
| Game state when match is actively running. More... | |
| class | IRoom |
| Interface for a game room. More... | |
| class | IRoomManager |
| Interface for managing game rooms. More... | |
| interface | IServerLoop |
| Interface for the main server loop. More... | |
| class | ISession |
| class | ISessionManager |
| class | IThreadPool |
| Interface for a thread pool. More... | |
| class | KickCommand |
| Kicks a player from the current room. More... | |
| class | ListCommand |
| Lists all players and spectators in the current room. More... | |
| class | Lobby |
| Main lobby where players connect before joining rooms. More... | |
| struct | LobbyPlayer |
| Information about a player in the lobby. More... | |
| class | LobbyState |
| Game state when waiting for players in lobby. More... | |
| class | MatchmakingService |
| Automatic matchmaking service. More... | |
| class | NetworkEvent |
| Base class for all network-related events. More... | |
| class | PlayerJoinedEvent |
| Event triggered when a player joins the game. More... | |
| class | PlayerLeftEvent |
| Event triggered when a player leaves the game. More... | |
| struct | PlayerQueueInfo |
| Information about a player in matchmaking queue. More... | |
| class | ProjectileCreatedEvent |
| Event triggered when a new projectile is created in the game. More... | |
| class | Room |
| Concrete implementation of IRoom with game instance management. More... | |
| struct | RoomInfo |
| Information about a room. More... | |
| class | RoomManager |
| Manages all game rooms and matchmaking. More... | |
| class | ServerLoop |
| Deterministic fixed-timestep game loop. More... | |
| class | Session |
| class | SessionManager |
| Manages active player sessions with authentication support. More... | |
| class | ThreadPool |
| Concrete implementation of IThreadPool. More... | |
Typedefs | |
| using | MatchCreatedCallback = std::function< void(std::shared_ptr< Room >)> |
| Callback invoked when a match is created. | |
| using | RoomCreatedCallback = std::function< void(std::shared_ptr< Room >)> |
Enumerations | |
| enum class | RoomState { WAITING , STARTING , IN_PROGRESS , FINISHED } |
| State of a game room. More... | |
Callback invoked when a match is created.
| room | Newly created room with matched players |
Definition at line 23 of file IMatchmakingService.hpp.
| using server::RoomCreatedCallback = typedef std::function<void(std::shared_ptr<Room>)> |
Definition at line 19 of file RoomManager.hpp.
|
strong |