R-Type
Distributed multiplayer game engine in C++
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server Namespace Reference

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...
 

Typedef Documentation

◆ MatchCreatedCallback

Callback invoked when a match is created.

Parameters
roomNewly created room with matched players

Definition at line 23 of file IMatchmakingService.hpp.

◆ RoomCreatedCallback

using server::RoomCreatedCallback = typedef std::function<void(std::shared_ptr<Room>)>

Definition at line 19 of file RoomManager.hpp.

Enumeration Type Documentation

◆ RoomState

enum class server::RoomState
strong

State of a game room.

Enumerator
WAITING 
STARTING 
IN_PROGRESS 
FINISHED 

Definition at line 20 of file IRoom.hpp.