Classes | Functions

Server-Side Game Logic Interface
[AESOP Server Library]

Collaboration diagram for Server-Side Game Logic Interface:

Classes

class  aesop::ServerGameLogic
 The server specifies the GameLogic interface. More...

Functions

virtual void aesop::ServerGameLogic::setPlayerManager (smart_ptr< PlayerManager > &playerMgr)=0
 game logic is told about the player manager
virtual void aesop::ServerGameLogic::setMapManager (smart_ptr< MapManager > &mapMgr)=0
 game logic is told about the map manager
virtual bool aesop::ServerGameLogic::requestPlayerStartTS (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 (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 (conn_id_t conn_id, xdrbuf::Input *input)=0
 server calls game logic if it encounters game data in incoming UDP packets.

Function Documentation

virtual void aesop::ServerGameLogic::setPlayerManager ( smart_ptr< PlayerManager > &  playerMgr  )  [pure virtual, inherited]

game logic is told about the player manager

virtual void aesop::ServerGameLogic::setMapManager ( smart_ptr< MapManager > &  mapMgr  )  [pure virtual, inherited]

game logic is told about the map manager

virtual bool aesop::ServerGameLogic::requestPlayerStartTS ( 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 ( 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 ( conn_id_t  conn_id,
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.