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source/network/NetClient.h
Show First 20 Lines • Show All 185 Lines • ▼ Show 20 Lines | public: | ||||
* to signal to the server that we are ready to begin the game. | * to signal to the server that we are ready to begin the game. | ||||
*/ | */ | ||||
void LoadFinished(); | void LoadFinished(); | ||||
void SendGameSetupMessage(JS::MutableHandleValue attrs, ScriptInterface& scriptInterface); | void SendGameSetupMessage(JS::MutableHandleValue attrs, ScriptInterface& scriptInterface); | ||||
void SendAssignPlayerMessage(const int playerID, const CStr& guid); | void SendAssignPlayerMessage(const int playerID, const CStr& guid); | ||||
void SendChangeSettingMessage(JS::MutableHandleValue keyValuePair, ScriptInterface& scriptInterface); | |||||
void SendChatMessage(const std::wstring& text); | void SendChatMessage(const std::wstring& text); | ||||
void SendReadyMessage(const int status); | void SendReadyMessage(const int status); | ||||
void SendClearAllReadyMessage(); | void SendClearAllReadyMessage(); | ||||
void SendStartGameMessage(); | void SendStartGameMessage(); | ||||
Show All 18 Lines | private: | ||||
static bool OnConnect(void* context, CFsmEvent* event); | static bool OnConnect(void* context, CFsmEvent* event); | ||||
static bool OnHandshake(void* context, CFsmEvent* event); | static bool OnHandshake(void* context, CFsmEvent* event); | ||||
static bool OnHandshakeResponse(void* context, CFsmEvent* event); | static bool OnHandshakeResponse(void* context, CFsmEvent* event); | ||||
static bool OnAuthenticate(void* context, CFsmEvent* event); | static bool OnAuthenticate(void* context, CFsmEvent* event); | ||||
static bool OnChat(void* context, CFsmEvent* event); | static bool OnChat(void* context, CFsmEvent* event); | ||||
static bool OnReady(void* context, CFsmEvent* event); | static bool OnReady(void* context, CFsmEvent* event); | ||||
static bool OnGameSetup(void* context, CFsmEvent* event); | static bool OnGameSetup(void* context, CFsmEvent* event); | ||||
static bool OnPlayerAssignment(void* context, CFsmEvent* event); | static bool OnPlayerAssignment(void* context, CFsmEvent* event); | ||||
static bool OnChangeSetting(void* context, CFsmEvent* event); | |||||
static bool OnInGame(void* context, CFsmEvent* event); | static bool OnInGame(void* context, CFsmEvent* event); | ||||
static bool OnGameStart(void* context, CFsmEvent* event); | static bool OnGameStart(void* context, CFsmEvent* event); | ||||
static bool OnJoinSyncStart(void* context, CFsmEvent* event); | static bool OnJoinSyncStart(void* context, CFsmEvent* event); | ||||
static bool OnJoinSyncEndCommandBatch(void* context, CFsmEvent* event); | static bool OnJoinSyncEndCommandBatch(void* context, CFsmEvent* event); | ||||
static bool OnRejoined(void* context, CFsmEvent* event); | static bool OnRejoined(void* context, CFsmEvent* event); | ||||
static bool OnKicked(void* context, CFsmEvent* event); | static bool OnKicked(void* context, CFsmEvent* event); | ||||
static bool OnClientTimeout(void* context, CFsmEvent* event); | static bool OnClientTimeout(void* context, CFsmEvent* event); | ||||
static bool OnClientPerformance(void* context, CFsmEvent* event); | static bool OnClientPerformance(void* context, CFsmEvent* event); | ||||
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Wildfire Games · Phabricator