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source/network/NetServer.h
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static bool OnStartGame(void* context, CFsmEvent* event); | static bool OnStartGame(void* context, CFsmEvent* event); | ||||
static bool OnLoadedGame(void* context, CFsmEvent* event); | static bool OnLoadedGame(void* context, CFsmEvent* event); | ||||
static bool OnJoinSyncingLoadedGame(void* context, CFsmEvent* event); | static bool OnJoinSyncingLoadedGame(void* context, CFsmEvent* event); | ||||
static bool OnRejoined(void* context, CFsmEvent* event); | static bool OnRejoined(void* context, CFsmEvent* event); | ||||
static bool OnKickPlayer(void* context, CFsmEvent* event); | static bool OnKickPlayer(void* context, CFsmEvent* event); | ||||
static bool OnDisconnect(void* context, CFsmEvent* event); | static bool OnDisconnect(void* context, CFsmEvent* event); | ||||
static bool OnClientPaused(void* context, CFsmEvent* event); | static bool OnClientPaused(void* context, CFsmEvent* event); | ||||
void CheckGameLoadStatus(CNetServerSession* changedSession); | bool CheckGameLoadStatus(CNetServerSession* changedSession); | ||||
elexis: /**
blabla returns true if blabla
*/ | |||||
Not Done Inline Actionswhether. maybe. elexis: whether. maybe. | |||||
void ConstructPlayerAssignmentMessage(CPlayerAssignmentMessage& message); | void ConstructPlayerAssignmentMessage(CPlayerAssignmentMessage& message); | ||||
void HandleMessageReceive(const CNetMessage* message, CNetServerSession* session); | void HandleMessageReceive(const CNetMessage* message, CNetServerSession* session); | ||||
Not Done Inline Actionscapital r, period elexis: capital r, period | |||||
/** | /** | ||||
* Send a network warning if the connection to a client is being lost or has bad latency. | * Send a network warning if the connection to a client is being lost or has bad latency. | ||||
*/ | */ | ||||
void CheckClientConnections(); | void CheckClientConnections(); | ||||
/** | /** | ||||
* Internal script context for (de)serializing script messages, | * Internal script context for (de)serializing script messages, | ||||
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Wildfire Games · Phabricator
/**
blabla returns true if blabla
*/