Emergency 2017 Dokumentation  v3.0.1
em5::multiplayer Namespace Reference

Namespaces

 client
 
 detail
 
 proxy
 
 server
 

Classes

class  ActionData
 EMERGENCY 5 entity with a action component data cache for a single entity for multiplayer. More...
 
struct  AudioUpdateData
 
class  BarrierTapeData
 EMERGENCY 5 entity with a barrier tape component data cache for a single entity for multiplayer. More...
 
class  BoatData
 EMERGENCY 5 entity with a boat component data cache for a single entity for multiplayer. More...
 
class  BoneLinkData
 EMERGENCY 5 entity with a bone link component data cache for a single entity for multiplayer. More...
 
class  BoneToBoneLinkData
 EMERGENCY 5 entity with a bone to bone link component data cache for a single entity for multiplayer. More...
 
class  BuildingData
 EMERGENCY 5 entity with a building component data cache for a single entity for multiplayer. More...
 
class  BuildingOverlayData
 EMERGENCY 5 entity with a building overlay component data cache for a single entity for multiplayer. More...
 
struct  ClientPingAcknowledgeData
 
struct  CommandExecutionData
 
struct  CommandExecutionResult
 
class  ComponentValueHistory
 EMERGENCY 5 multiplayer per component value history. More...
 
struct  CreateFireHoseData
 
class  DamageData
 EMERGENCY 5 entity with a damage component data cache for a single entity for multiplayer. More...
 
class  DataCacheBase
 EMERGENCY 5 multiplayer data cache base class. More...
 
class  DataCacheComponentExistenceTrackingBase
 EMERGENCY 5 multiplayer data cache base class which tracks component existence. More...
 
class  DataCacheItemFactory
 EMERGENCY 5 multiplayer data cache item factory. More...
 
class  DataPlayer
 EMERGENCY 5 mulitplayer data player. Plays back any data recorded by the data recorder. More...
 
class  DataRecorder
 EMERGENCY 5 mulitplayer data recorder. Records any data which the host/client would send to the client(s)/host. More...
 
class  DlkLadderData
 EMERGENCY 5 entity with a dlk ladder component data cache for a single entity for multiplayer. More...
 
class  DoorData
 EMERGENCY 5 entity with a door component data cache for a single entity for multiplayer. More...
 
struct  EntityCreatedFromPrefabData
 
class  EventIdData
 EMERGENCY 5 entity with a event id component data cache for a single entity for multiplayer. More...
 
struct  FadeEntityData
 
class  FadeEntityHandler
 EMERGENCY 5 Handler for the FADE_ENTITY operation message. More...
 
class  FireData
 EMERGENCY 5 entity with a fire component data cache for a single entity for multiplayer. More...
 
struct  FreeplayEventData
 
struct  FreeplayObjectiveData
 
class  GameLogicData
 EMERGENCY 5 entity with a game logic componet data cache for a single entity for multiplayer. More...
 
struct  GameModeUpdateData
 
class  GhostData
 EMERGENCY 5 entity with a ghost component data cache for a single entity for multiplayer. More...
 
class  HealthData
 EMERGENCY 5 entity with a health component data cache for a single entity for multiplayer. More...
 
class  HelicopterData
 EMERGENCY 5 entity with a helicopter component data cache for a single entity for multiplayer. More...
 
class  HiddenData
 EMERGENCY 5 entity with a hidden component data cache for a single entity for multiplayer. More...
 
struct  HostEntry
 
class  InventoryData
 EMERGENCY 5 entity with a inventory component data cache for a single entity for multiplayer. More...
 
struct  JoinRequestData
 
struct  JoinResponseData
 
struct  LayerChangedData
 
class  LinkData
 EMERGENCY 5 entity with a link component data cache for a single entity for multiplayer. More...
 
class  MapCache
 EMERGENCY 5 multiplayer map cache. More...
 
class  MeshAnimationData
 EMERGENCY 5 mesh animation data cache for a single entity for multiplayer. More...
 
class  MeshData
 EMERGENCY 5 entity with a mesh componet data cache for a single entity for multiplayer. More...
 
struct  MinimapIconMessageData
 
struct  MinimapMessageData
 
struct  MinimapPingData
 
class  MinimapPingHandler
 EMERGENCY 5 Handler for the MINIMAP_PING operation message. More...
 
class  MovableData
 EMERGENCY 5 entity with a movable componet data cache for a single entity for multiplayer. More...
 
class  MultiValueHistory
 EMERGENCY 5 multiplayer per component value history. More...
 
class  NavigationData
 EMERGENCY 5 entity with a ai navigation component data cache for a single entity for multiplayer. More...
 
struct  NewHintData
 
class  OperationMessageHandler
 EMERGENCY 5 Base class for operation message handler. More...
 
class  OperationMessageHandlerManager
 EMERGENCY 5 Manager for operation message handler. More...
 
struct  OrderUnitData
 
class  ParticleData
 EMERGENCY 5 entity with a particles component data cache for a single entity for multiplayer. More...
 
class  PersonData
 EMERGENCY 5 entity with a person component data cache for a single entity for multiplayer. More...
 
class  PersonMagnetData
 EMERGENCY 5 entity with a helicopter component data cache for a single entity for multiplayer. More...
 
class  ProtocolHelper
 EMERGENCY 5 multiplayer protocol helper. More...
 
class  RescueBusData
 EMERGENCY 5 entity with a rescue bus component data cache for a single entity for multiplayer. More...
 
struct  ServerPingData
 
class  SessionBase
 EMERGENCY 5 multiplayer session base class. More...
 
struct  SpawnParticleData
 
class  StatusOverlayData
 EMERGENCY 5 entity with a status overlay component data cache for a single entity for multiplayer. More...
 
class  SupportLegData
 EMERGENCY 5 entity with a support leg component data cache for a single entity for multiplayer. More...
 
class  SwingData
 EMERGENCY 5 entity with a swing component data cache for a single entity for multiplayer. More...
 
class  TimeOfDayData
 EMERGENCY 5 entity with a time of day component data cache for a single entity for multiplayer. More...
 
class  TransformData
 EMERGENCY 5 entity with a transform componet data cache for a single entity for multiplayer. More...
 
class  TreeData
 EMERGENCY 5 entity with a tree component data cache for a single entity for multiplayer. More...
 
struct  UnitSpawnedData
 
struct  UnitSpawnedPlayerUpdateSelectionData
 
class  ValueHistory
 EMERGENCY 5 multiplayer value history. More...
 
class  VehicleCraneData
 EMERGENCY 5 entity with a vehicle crane component data cache for a single entity for multiplayer. More...
 
class  VehicleData
 EMERGENCY 5 entity with a vehcile component data cache for a single entity for multiplayer. More...
 
class  WaterCannonData
 EMERGENCY 5 entity with a water cannon component data cache for a single entity for multiplayer. More...
 
class  WaterjetData
 EMERGENCY 5 entity with a water jet component data cache for a single entity for multiplayer. More...
 

Typedefs

typedef boost::container::flat_map< qsf::NamedIdentifier, uint64ContentAuthenticationChecksums
 
typedef boost::function< bool(const uint32 playerIndex, const OperationMessage operationMessageId, uint64 dataSize, const qsf::game::BitStream &bitstream)> HostCustomOperationMessageHandler
 
typedef boost::function< bool(const OperationMessage operationMessageId, uint64 dataSize, const qsf::game::BitStream &bitstream)> ClientCustomOperationMessageHandler
 

Enumerations

enum  RegisterHostStatus { REGISTER_SUCCESS, REGISTER_PORT_NOT_OPEN, REGISTER_UNKNOWN_ERROR = 255 }
 < Connected to CAMP More...
 
enum  GameMode { GAMEMODE_PVP, GAMEMODE_COOP }
 < Connected to CAMP More...
 
enum  OperationMessage : uint8 {
  OperationMessage::UNKNOWN, OperationMessage::CLIENT_JOIN_REQUEST, OperationMessage::SERVER_JOIN_RESPONSE, OperationMessage::CLIENT_CHANGE_READY,
  OperationMessage::SERVER_LOAD_MAP, OperationMessage::CLIENT_MAP_LOADED, OperationMessage::SERVER_GAME_START, OperationMessage::DATA_UPDATE,
  OperationMessage::CLIENT_COMMAND_EXECUTION, OperationMessage::SERVER_PLAYER_JOINED, OperationMessage::SERVER_PLAYER_LEFT, OperationMessage::SERVER_PLAYER_CHANGED_READY,
  OperationMessage::CHAT_MESSAGE, OperationMessage::CREATE_ENTITY_FROM_PREFAB, OperationMessage::DESTROY_ENTITY, OperationMessage::UNIT_SPAWNED,
  OperationMessage::UNIT_SPAWNED_PLAYER_UPDATE_SELECTION, OperationMessage::FREEPLAY_EVENT_UPDATE, OperationMessage::PLAYER_SCORE_UPDATE, OperationMessage::GAME_MODE_UPDATE,
  OperationMessage::NEW_HINTS, OperationMessage::MINIMAP_MESSAGES, OperationMessage::MINIMAP_ICON_MESSAGES, OperationMessage::AUDIO_UPDATE,
  OperationMessage::FIREHOSE_UPDATE, OperationMessage::SPAWN_PARTICLE, OperationMessage::CLIENT_ORDERED_UNIT, OperationMessage::CLIENT_CAMERA_POSITION,
  OperationMessage::SERVER_COMMAND_EXECUTION_RESPONSE, OperationMessage::HIGHSCORE_SUBMIT_INITIATED, OperationMessage::HIGHSCORE_SUBMIT_DECLINED, OperationMessage::HIGHSCORE_SUBMIT_ACCEPT,
  OperationMessage::HIGHSCORE_SUBMIT_SUCCEEDED, OperationMessage::LAYER_CHANGED, OperationMessage::SERVER_PING, OperationMessage::CLIENT_PING_ACKNOWLEDGE,
  OperationMessage::FADE_ENTITY, OperationMessage::MINIMAP_PING, OperationMessage::_NUM_MESSAGES
}
 EMERGENCY 5 multiplayer operation message types. More...
 
enum  JoinResponse : uint8 {
  JoinResponse::UNKNOWN, JoinResponse::JOIN_SUCCESS, JoinResponse::JOIN_BAD_PASSWORD, JoinResponse::JOIN_INCOMPATIBLE_GAME_MODIFICATIONS,
  JoinResponse::JOIN_CONTENT_AUTHENTICATION_FAILED, JoinResponse::JOIN_SESSION_FULL
}
 

Functions

template<class T >
void writeToBitstream (qsf::game::BitStream &bitStream, const T &enumClassValue)
 Helper methods to read/write enum class values from/to bit stream. More...
 
template<class T >
void writeToBitstream (qsf::game::BitStream &bitStream, const T &enumClassValue, size_t bitCount)
 
template<class T >
bool readFromBitstream (const qsf::game::BitStream &bitStream, T &enumClassValue)
 
template<class T >
bool readFromBitstream (const qsf::game::BitStream &bitStream, T &enumClassValue, size_t bitCount)
 

Typedef Documentation

typedef boost::function<bool(const OperationMessage operationMessageId, uint64 dataSize, const qsf::game::BitStream& bitstream)> em5::multiplayer::ClientCustomOperationMessageHandler

Definition at line 645 of file OperationMessages.h.

Definition at line 41 of file OperationMessages.h.

typedef boost::function<bool(const uint32 playerIndex, const OperationMessage operationMessageId, uint64 dataSize, const qsf::game::BitStream& bitstream)> em5::multiplayer::HostCustomOperationMessageHandler

Definition at line 644 of file OperationMessages.h.

Enumeration Type Documentation

< Connected to CAMP

Enumerator
GAMEMODE_PVP 
GAMEMODE_COOP 

Definition at line 41 of file MatchmakingTypes.h.

Enumerator
UNKNOWN 
JOIN_SUCCESS 
JOIN_BAD_PASSWORD 
JOIN_INCOMPATIBLE_GAME_MODIFICATIONS 
JOIN_CONTENT_AUTHENTICATION_FAILED 
JOIN_SESSION_FULL 

Definition at line 115 of file OperationMessages.h.

EMERGENCY 5 multiplayer operation message types.

Enumerator
UNKNOWN 
CLIENT_JOIN_REQUEST 

A client wants to join to a session.

SERVER_JOIN_RESPONSE 

The response which the host sends to a client after a join request.

CLIENT_CHANGE_READY 

An client changes it's ready state (ready for starting the game, is normally triggered by the player)

SERVER_LOAD_MAP 

The host wants that every client should now load the map (the game will shortly begin)

CLIENT_MAP_LOADED 

Response from the clients after they received the SERVER_LOAD_MAP operation message and have successfully loaded the map.

SERVER_GAME_START 

Send by the host to all clients, when everyone has successfully loaded the map and the game can start.

DATA_UPDATE 

This operation message gets periodically send from the host to all clients. With this message the hosts informs any client about data changes of any entity (e.g. changed by simulation steps)

CLIENT_COMMAND_EXECUTION 

This operation message gets send by each client to the host, when the player on the client initiates any command (e.g. Let unit move to a sepcific position)

SERVER_PLAYER_JOINED 

Send by the host, when a player joins the session (contains a list of player informations, at least one)

SERVER_PLAYER_LEFT 

Send by the host, when a player left the session.

SERVER_PLAYER_CHANGED_READY 

Send by the host, when a player changed it's ready state.

CHAT_MESSAGE 

Send by host or client, when a chat message was created.

CREATE_ENTITY_FROM_PREFAB 

An entity was created on host side from an prefab (Contains a list of the data, at least one)

DESTROY_ENTITY 

An entity was destroyed on host side (Contains a list of the entity ids, at least one)

UNIT_SPAWNED 

An unit has spawned (Contains a list of the data, at least one)

UNIT_SPAWNED_PLAYER_UPDATE_SELECTION 

An unit has spawned and qualifies for a selection update (Contains a list of the data, at least one)

FREEPLAY_EVENT_UPDATE 

An freeplay event has changed on the host side.

PLAYER_SCORE_UPDATE 

A player score has changed.

GAME_MODE_UPDATE 

The game mode data has changed.

NEW_HINTS 

A list of hints which were started between two update calls.

MINIMAP_MESSAGES 

A list of minimap related messages.

MINIMAP_ICON_MESSAGES 

A list of minimap icon messages.

AUDIO_UPDATE 

A list of changed audio information (play/stop)

FIREHOSE_UPDATE 

A list of data for newly created firehoses.

SPAWN_PARTICLE 

A list of data for newly spawned particles.

CLIENT_ORDERED_UNIT 

Send by the client, when a unit should be ordered (one message per unit)

CLIENT_CAMERA_POSITION 

Send by the client to inform the host about the camera position of the player (needed for cleanup)

SERVER_COMMAND_EXECUTION_RESPONSE 

This operation message gets send by the host as the repsonse to a CLIENT_COMMAND_EXECUTION message.

HIGHSCORE_SUBMIT_INITIATED 

Gets send by host or an client if someone wants to submit the highscore.

HIGHSCORE_SUBMIT_DECLINED 

Gets send by host or an client if someone declined to submit the highscore.

HIGHSCORE_SUBMIT_ACCEPT 

Gets send by host or an client if someone accept to submit the highscore.

HIGHSCORE_SUBMIT_SUCCEEDED 

Gets send by the host, when the highscore publish was done.

LAYER_CHANGED 

Contains a list of layer data which have been changed (got activated/deactivated)

SERVER_PING 

Send by the server.

CLIENT_PING_ACKNOWLEDGE 

Send by the client as a response to SERVER_PING.

FADE_ENTITY 

Send by the server to let a entity fade in/out via fade effect component.

MINIMAP_PING 

Send by server and client.

_NUM_MESSAGES 

Definition at line 52 of file OperationMessages.h.

< Connected to CAMP

Enumerator
REGISTER_SUCCESS 
REGISTER_PORT_NOT_OPEN 
REGISTER_UNKNOWN_ERROR 

Definition at line 34 of file MatchmakingTypes.h.

Function Documentation

template<class T >
bool em5::multiplayer::readFromBitstream ( const qsf::game::BitStream bitStream,
T &  enumClassValue 
)
inline

Definition at line 41 of file BitStreamAndEnumClassHelper.h.

template<class T >
bool em5::multiplayer::readFromBitstream ( const qsf::game::BitStream bitStream,
T &  enumClassValue,
size_t  bitCount 
)
inline

Definition at line 54 of file BitStreamAndEnumClassHelper.h.

template<class T >
void em5::multiplayer::writeToBitstream ( qsf::game::BitStream bitStream,
const T &  enumClassValue 
)
inline

Helper methods to read/write enum class values from/to bit stream.

Definition at line 29 of file BitStreamAndEnumClassHelper.h.

template<class T >
void em5::multiplayer::writeToBitstream ( qsf::game::BitStream bitStream,
const T &  enumClassValue,
size_t  bitCount 
)
inline

Definition at line 35 of file BitStreamAndEnumClassHelper.h.