CEL

Public API Reference

Main Page | Class Hierarchy | Alphabetical List | Class List | Directories | File List | Class Members

celGameServerManager Class Reference

This is an interface you should implement in order to manage the events from the server. More...

#include <physicallayer/network.h>

List of all members.

Public Member Functions

virtual bool AuthorizePlayer (celPlayer *player, csString &reason)=0
 A player is asking to join the game.
virtual celPlayerValidatePlayerUpdate (celPlayer *previous_player_data)=0
 Check if the new data of a player are valid.
virtual void PlayerNetworkStateChanged (celPlayer *player, celPlayerNetworkState new_state, celPlayerNetworkState previous_state)=0
 The state of the network connection to the player has changed.
virtual void HandleClientEvent (celPlayer *player, celClientEventType event_type, csTicks event_time, iCelDataBuffer *event_data)=0
 A client event has been catched.
virtual void PersistenceProblem (celPlayer *player, iCelEntity *entity, iCelPropertyClass *pc, celPersistenceResult persist_code)=0
 An entity is controlled by a player and a problem was encountered while updating the data of this entity.
virtual void ServerEnd ()=0
 The game is finished and the server will be closed.


Detailed Description

This is an interface you should implement in order to manage the events from the server.

You can use it to:

Definition at line 602 of file network.h.


Member Function Documentation

virtual bool celGameServerManager::AuthorizePlayer celPlayer player,
csString &  reason
[pure virtual]
 

A player is asking to join the game.

Return true if the new player is accepted, false otherwise (for example, because the player has been banned). A text explaining the reason of a negative answer can be specified.

virtual void celGameServerManager::HandleClientEvent celPlayer player,
celClientEventType  event_type,
csTicks  event_time,
iCelDataBuffer event_data
[pure virtual]
 

A client event has been catched.

virtual void celGameServerManager::PersistenceProblem celPlayer player,
iCelEntity entity,
iCelPropertyClass pc,
celPersistenceResult  persist_code
[pure virtual]
 

An entity is controlled by a player and a problem was encountered while updating the data of this entity.

Parameters:
player The player controlling the entity.
entity The entity controlled by the player.
pc The property class updated while the problem was encountered.
persist_code The code of the problem.

virtual void celGameServerManager::PlayerNetworkStateChanged celPlayer player,
celPlayerNetworkState  new_state,
celPlayerNetworkState  previous_state
[pure virtual]
 

The state of the network connection to the player has changed.

virtual void celGameServerManager::ServerEnd  )  [pure virtual]
 

The game is finished and the server will be closed.

You should delete here all entities and the physical layer.

virtual celPlayer* celGameServerManager::ValidatePlayerUpdate celPlayer previous_player_data  )  [pure virtual]
 

Check if the new data of a player are valid.

It happens when iCelGameClient::UpdatePlayer has been called on the client side.

Returns:
the validated data of the player.


The documentation for this class was generated from the following file:
Generated for CEL: Crystal Entity Layer by doxygen 1.4.4