Platform Data Engine 0.0.1
A data-driven game engine for platformers
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Public Member Functions | |
Server () | |
Constructor | |
void | start () |
Starts the server More... | |
void | stop () |
Stops the server (currently does nothing) More... | |
void | process (GameWorld *world) |
Process: sends data to the clients, this should be called on a fixed interval More... | |
void | recieve (GameWorld *world) |
Checks for new data from the clients More... | |
void | broadcastObjectHealth (const std::string &objName, float health) |
Broadcasts health updates, makes sure it's not being sent too frequently More... | |
std::shared_ptr< Connection > | findConnection (sf::IpAddress ip, std::string id) |
Finds a connection by ip and id More... | |
void | addInputManager (std::shared_ptr< Connection > ip, std::shared_ptr< InputManager > input) |
Public Member Functions inherited from PlatformDataEngine::NetworkHandler | |
const std::string & | getId () |
void | setId (const std::string &name) |
virtual void | start ()=0 |
virtual void | stop ()=0 |
virtual void | process (GameWorld *world)=0 |
Process is responsible for sending packets, limited in rate More... | |
virtual void | recieve (GameWorld *world)=0 |
Recieve checks for new packets, not limited in rate More... | |
std::shared_ptr< Connection > | getConnection () |
Gets the current process connection More... | |
void | setConnection (std::shared_ptr< Connection > conn) |
Sets the current process connection More... | |
Additional Inherited Members | |
Protected Attributes inherited from PlatformDataEngine::NetworkHandler | |
std::shared_ptr< Connection > | m_clientConnection |
void Server::broadcastObjectHealth | ( | const std::string & | objName, |
float | health | ||
) |
Broadcasts health updates, makes sure it's not being sent too frequently
objName | the object id |
health | the new health |
std::shared_ptr< Connection > Server::findConnection | ( | sf::IpAddress | ip, |
std::string | id | ||
) |
Finds a connection by ip and id
ip | the ip of the connection |
id | the id of the connection |
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virtual |
Process: sends data to the clients, this should be called on a fixed interval
world | The game world |
Implements PlatformDataEngine::NetworkHandler.
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virtual |
Checks for new data from the clients
world | The game world |
Implements PlatformDataEngine::NetworkHandler.
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virtual |
Starts the server
Implements PlatformDataEngine::NetworkHandler.
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virtual |
Stops the server (currently does nothing)
Implements PlatformDataEngine::NetworkHandler.