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Changing the way games are made and played.

Zap::GameConnection class Reference

Zap::GameConnection Class Reference

#include <gameConnection.h>

Inheritance diagram for Zap::GameConnection:

Zap::ControlObjectConnection TNL::GhostConnection TNL::EventConnection TNL::NetConnection TNL::Object

Public Types

enum  MessageColors {
  ColorWhite,
  ColorRed,
  ColorGreen,
  ColorBlue,
  ColorAqua,
  ColorYellow,
  ColorNuclearGreen,
  ColorCount
}

Public Member Functions

 GameConnection ()
 ~GameConnection ()
void setClientName (const char *string)
void setClientRef (ClientRef *theRef)
ClientRefgetClientRef ()
StringTableEntryRef getClientName ()
bool isAdmin ()
void setIsAdmin (bool admin)
 TNL_DECLARE_RPC (c2sAdminPassword,(StringPtr pass))
 TNL_DECLARE_RPC (s2cSetIsAdmin,())
 TNL_DECLARE_RPC (c2sAdminPlayerAction,(StringTableEntry playerName, U32 actionIndex))
bool isInCommanderMap ()
 TNL_DECLARE_RPC (c2sRequestCommanderMap,())
 TNL_DECLARE_RPC (c2sReleaseCommanderMap,())
 TNL_DECLARE_RPC (c2sRequestLoadout,(Vector< U32 > loadout))
 TNL_DECLARE_RPC (s2cDisplayMessageESI,(RangedU32< 0, ColorCount > color, RangedU32< 0, NumSFXBuffers > sfx, StringTableEntry formatString, Vector< StringTableEntry > e, Vector< StringPtr > s, Vector< S32 > i))
 TNL_DECLARE_RPC (s2cDisplayMessageE,(RangedU32< 0, ColorCount > color, RangedU32< 0, NumSFXBuffers > sfx, StringTableEntry formatString, Vector< StringTableEntry > e))
 TNL_DECLARE_RPC (s2cDisplayMessage,(RangedU32< 0, ColorCount > color, RangedU32< 0, NumSFXBuffers > sfx, StringTableEntry formatString))
 TNL_DECLARE_RPC (s2cAddLevel,(StringTableEntry name, StringTableEntry type))
 TNL_DECLARE_RPC (c2sRequestLevelChange,(S32 newLevelIndex))
GameConnectiongetNextClient ()
const Vector< U32 > & getLoadout ()
void writeConnectRequest (BitStream *stream)
 Writes the NetEvent class count into the stream, so that the remote host can negotiate a class count for the connection.

bool readConnectRequest (BitStream *stream, const char **errorString)
 Reads the NetEvent class count max that the remote host is requesting.

void onConnectionEstablished ()
 Called when the connection is successfully established with the remote host.

void onConnectTerminated (TerminationReason r, const char *)
 Called when a pending connection is terminated.

void onConnectionTerminated (TerminationReason r, const char *string)
 Called when this established connection is terminated for any reason.

 TNL_DECLARE_NETCONNECTION (GameConnection)

Static Public Member Functions

GameConnectiongetClientList ()

Data Fields

Vector< StringTableEntrymLevelNames
Vector< StringTableEntrymLevelTypes

Private Types

typedef ControlObjectConnection Parent

Private Member Functions

void linkToClientList ()

Private Attributes

GameConnectionmNext
GameConnectionmPrev
bool mInCommanderMap
bool mIsAdmin
StringTableEntry mClientName
Vector< U32mLoadout
SafePtr< ClientRefmClientRef

Static Private Attributes

GameConnection gClientList

Member Typedef Documentation

typedef ControlObjectConnection Zap::GameConnection::Parent [private]
 

Reimplemented from Zap::ControlObjectConnection.


Member Enumeration Documentation

enum Zap::GameConnection::MessageColors
 

Enumeration values:
ColorWhite 
ColorRed 
ColorGreen 
ColorBlue 
ColorAqua 
ColorYellow 
ColorNuclearGreen 
ColorCount 


Constructor & Destructor Documentation

Zap::GameConnection::GameConnection  ) 
 

Zap::GameConnection::~GameConnection  ) 
 


Member Function Documentation

void Zap::GameConnection::linkToClientList  )  [private]
 

void Zap::GameConnection::setClientName const char *  string  )  [inline]
 

void Zap::GameConnection::setClientRef ClientRef theRef  ) 
 

ClientRef* Zap::GameConnection::getClientRef  ) 
 

StringTableEntryRef Zap::GameConnection::getClientName  )  [inline]
 

bool Zap::GameConnection::isAdmin  )  [inline]
 

void Zap::GameConnection::setIsAdmin bool  admin  )  [inline]
 

Zap::GameConnection::TNL_DECLARE_RPC c2sAdminPassword  ,
(StringPtr pass) 
 

Zap::GameConnection::TNL_DECLARE_RPC s2cSetIsAdmin  ,
() 
 

Zap::GameConnection::TNL_DECLARE_RPC c2sAdminPlayerAction  ,
(StringTableEntry playerName, U32 actionIndex) 
 

bool Zap::GameConnection::isInCommanderMap  )  [inline]
 

Zap::GameConnection::TNL_DECLARE_RPC c2sRequestCommanderMap  ,
() 
 

Zap::GameConnection::TNL_DECLARE_RPC c2sReleaseCommanderMap  ,
() 
 

Zap::GameConnection::TNL_DECLARE_RPC c2sRequestLoadout  ,
(Vector< U32 > loadout) 
 

Zap::GameConnection::TNL_DECLARE_RPC s2cDisplayMessageESI  ,
(RangedU32< 0, ColorCount > color, RangedU32< 0, NumSFXBuffers > sfx, StringTableEntry formatString, Vector< StringTableEntry > e, Vector< StringPtr > s, Vector< S32 > i) 
 

Zap::GameConnection::TNL_DECLARE_RPC s2cDisplayMessageE  ,
(RangedU32< 0, ColorCount > color, RangedU32< 0, NumSFXBuffers > sfx, StringTableEntry formatString, Vector< StringTableEntry > e) 
 

Zap::GameConnection::TNL_DECLARE_RPC s2cDisplayMessage  ,
(RangedU32< 0, ColorCount > color, RangedU32< 0, NumSFXBuffers > sfx, StringTableEntry formatString) 
 

Zap::GameConnection::TNL_DECLARE_RPC s2cAddLevel  ,
(StringTableEntry name, StringTableEntry type) 
 

Zap::GameConnection::TNL_DECLARE_RPC c2sRequestLevelChange  ,
(S32 newLevelIndex) 
 

GameConnection* Zap::GameConnection::getClientList  )  [static]
 

GameConnection* Zap::GameConnection::getNextClient  ) 
 

const Vector<U32>& Zap::GameConnection::getLoadout  )  [inline]
 

void Zap::GameConnection::writeConnectRequest BitStream *  stream  )  [virtual]
 

Writes the NetEvent class count into the stream, so that the remote host can negotiate a class count for the connection.

Reimplemented from TNL::EventConnection.

bool Zap::GameConnection::readConnectRequest BitStream *  stream,
const char **  errorString
[virtual]
 

Reads the NetEvent class count max that the remote host is requesting.

If this host has MORE NetEvent classes declared, the mEventClassCount is set to the requested count, and is verified to lie on a boundary between versions.

Reimplemented from TNL::EventConnection.

void Zap::GameConnection::onConnectionEstablished  )  [virtual]
 

Called when the connection is successfully established with the remote host.

Reimplemented from TNL::NetConnection.

void Zap::GameConnection::onConnectTerminated TerminationReason  r,
const char * 
[virtual]
 

Called when a pending connection is terminated.

Reimplemented from TNL::NetConnection.

void Zap::GameConnection::onConnectionTerminated TerminationReason  r,
const char *  string
[virtual]
 

Called when this established connection is terminated for any reason.

Reimplemented from TNL::NetConnection.

Zap::GameConnection::TNL_DECLARE_NETCONNECTION GameConnection   ) 
 


Field Documentation

GameConnection* Zap::GameConnection::mNext [private]
 

GameConnection* Zap::GameConnection::mPrev [private]
 

GameConnection Zap::GameConnection::gClientList [static, private]
 

bool Zap::GameConnection::mInCommanderMap [private]
 

bool Zap::GameConnection::mIsAdmin [private]
 

StringTableEntry Zap::GameConnection::mClientName [private]
 

Vector<U32> Zap::GameConnection::mLoadout [private]
 

SafePtr<ClientRef> Zap::GameConnection::mClientRef [private]
 

Vector<StringTableEntry> Zap::GameConnection::mLevelNames
 

Vector<StringTableEntry> Zap::GameConnection::mLevelTypes