iCelGameClient Struct Reference
The main object to manage the client game logic. More...
#include <physicallayer/network.h>
Public Member Functions | |
virtual void | RegisterClientManager (celGameClientManager *manager)=0 |
Register the manager of this client. | |
virtual celPlayer * | GetPlayer ()=0 |
Return the current player associated with this client. | |
virtual void | UpdatePlayer (celPlayer *player)=0 |
Update the data of the current player. | |
virtual csTicks | ConvertServerClock (csTicks server_time) const =0 |
Convert a time from the server clock to the client clock. | |
virtual uint | GetMappedID (uint entity_id) const =0 |
Return the ID of the entity on the client side that is network linked with an entity with ID entity_id on the server side. | |
virtual iCelEntity * | GetMappedEntity (uint entity_id) const =0 |
Return the entity on the client side that is network linked with an entity with ID entity_id on the server side. | |
virtual void | SetReady ()=0 |
Indicate that the client has loaded everything and is ready to play. | |
virtual void | LaunchClientEvent (celClientEventData &event_data)=0 |
Ask the game client to send an event to the server. | |
virtual void | SetNetworkPeriod (csTicks period)=0 |
Specify the maximum frequency at which the client can send data. | |
virtual void | SetMaximumBandwidth (size_t width)=0 |
The maximum bandwidth of the network data transmission in bytes per second. | |
virtual void | SetServerTimeOut (csTicks timeout)=0 |
The client will consider itself connected to the server until the connection is broken during specified time. | |
virtual void | GetNetworkStats (celNetworkServerStats &stats) const =0 |
Return the network stats of this client. |
Detailed Description
The main object to manage the client game logic.You can use it to:
- update the data of the player.
- convert a server clock or a server entity ID in client values.
- tell the system when the player is ready to play.
- send client events.
- set some options on the client.
- get some network statistics.
Definition at line 519 of file network.h.
Member Function Documentation
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Convert a time from the server clock to the client clock.
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Return the entity on the client side that is network linked with an entity with ID entity_id on the server side.
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Return the ID of the entity on the client side that is network linked with an entity with ID entity_id on the server side.
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Return the network stats of this client.
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Return the current player associated with this client.
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Ask the game client to send an event to the server.
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Register the manager of this client. Only one manager can be registered at a time. |
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The maximum bandwidth of the network data transmission in bytes per second. A bandwidth of 0 means that it is unlimited. |
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Specify the maximum frequency at which the client can send data.
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Indicate that the client has loaded everything and is ready to play.
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The client will consider itself connected to the server until the connection is broken during specified time.
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Update the data of the current player. The server will check if the new data are valid and a subsequent celGameClientManager::PlayerUpdated will be called with the validated data. |
The documentation for this struct was generated from the following file:
- physicallayer/network.h
Generated for CEL: Crystal Entity Layer by doxygen 1.4.4