|
Classes | |
| class | aesop::ServerGameLogic |
| The server specifies the GameLogic interface. More... | |
Functions | |
| virtual void | aesop::ServerGameLogic::setPlayerManager (IN smart_ptr< PlayerManager > &playerMgr)=0 |
| game logic is told about the player manager | |
| virtual void | aesop::ServerGameLogic::setMapManager (IN smart_ptr< MapManager > &mapMgr)=0 |
| game logic is told about the map manager | |
| virtual bool | aesop::ServerGameLogic::requestPlayerStartTS (IO player_rec_t &pr)=0 |
| game logic is frequently pinged about any players not in map return true if player state has been updated | |
| virtual void | aesop::ServerGameLogic::tick (IN float dt)=0 |
| server calls game logic on every server tick WARNING: this runs in the main game loop! Keep all processing fast or you will cause game lag. | |
| virtual void | aesop::ServerGameLogic::parseGameData (IN conn_id_t conn_id, IN xdrbuf::Input *input)=0 |
| server calls game logic if it encounters game data in incoming UDP packets. | |
| virtual void aesop::ServerGameLogic::setPlayerManager | ( | IN smart_ptr< PlayerManager > & | playerMgr | ) | [pure virtual, inherited] |
game logic is told about the player manager
| virtual void aesop::ServerGameLogic::setMapManager | ( | IN smart_ptr< MapManager > & | mapMgr | ) | [pure virtual, inherited] |
game logic is told about the map manager
| virtual bool aesop::ServerGameLogic::requestPlayerStartTS | ( | IO player_rec_t & | pr | ) | [pure virtual, inherited] |
game logic is frequently pinged about any players not in map return true if player state has been updated
| virtual void aesop::ServerGameLogic::tick | ( | IN float | dt | ) | [pure virtual, inherited] |
server calls game logic on every server tick WARNING: this runs in the main game loop! Keep all processing fast or you will cause game lag.
| virtual void aesop::ServerGameLogic::parseGameData | ( | IN conn_id_t | conn_id, | |
| IN xdrbuf::Input * | input | |||
| ) | [pure virtual, inherited] |
server calls game logic if it encounters game data in incoming UDP packets.
Game logic should parse until it encounteres a closing parent packlet in the xdrbuf input stream.
1.7.1