State for default game protocol, server-side.
#include <nrg_server_state.h>
Public Member Functions | |
bool | init (Client *, Server *, Player *) |
Called to (re)initialise this State instance, for Client-side c won't be null, but s and p will, opposite is true for Server-side. | |
bool | onRecvPacket (Packet &p, PacketFlags f) |
Called when a Packet is recieved and this is the active State, f shows if the packet was out-of-order or not. | |
bool | needsUpdate () const |
Called to see if the State would like to be updated. | |
StateResult | update (StateConnectionOut &out, StateFlags f) |
Called to update the state (or on a timeout) allowing it to optionally send some Packets using out . | |
void | registerMessageHandler (MessageBase &&m) |
void | registerMessageHandler (const MessageBase &m) |
void | sendMessage (const MessageBase &m) |
Public Member Functions inherited from nrg::State | |
virtual size_t | getTimeoutSeconds () const |
Returns a time that the state can go without needsUpdate() returning true, after which update() will be called with f set to STATE_TIMED_OUT. | |
virtual | ~State () |
Default destructor. | |