Emergency 20 Dokumentation  4.2.0
em5::multiplayer::server::LocalClient Class Reference

EMERGENCY 5 multiplayer local client (a special server side multiplayer client instance for testing the de/serialisation parts of the MP communication) This instance hosts the game recorder and the command player. More...

#include <LocalClient.h>

Inheritance diagram for em5::multiplayer::server::LocalClient:
em5::multiplayer::server::ClientBase

Public Member Functions

 LocalClient (const std::string &dataPath)
 Constructor. More...
 
virtual ~LocalClient ()
 Destructor. More...
 
void onConnected ()
 
virtual void disconnect () override
 
virtual void disconnect (bool force) override
 
virtual uint64 getId () const override
 
virtual bool sendData (const qsf::Clock &simulationClock, const qsf::game::BitStream &bitStream) override
 Send data. More...
 
virtual bool sendData (const qsf::game::BitStream &bitStream) override
 
- Public Member Functions inherited from em5::multiplayer::server::ClientBase
 ClientBase ()
 Default constructor. More...
 
virtual ~ClientBase ()
 Destructor. More...
 
uint32 getPlayerIndex () const
 
void setPlayerIndex (uint32 playerIndex)
 

Additional Inherited Members

- Public Attributes inherited from em5::multiplayer::server::ClientBase
boost::signals2::signal< void(ClientBase &, const OperationMessage, uint64, const qsf::game::BitStream &)> receivedOperationMessage
 Called when a operation message is received from the client. More...
 
- Protected Member Functions inherited from em5::multiplayer::server::ClientBase
void onDataReceived (const qsf::game::BitStream &bitStream)
 Called, when data is received. More...
 

Detailed Description

EMERGENCY 5 multiplayer local client (a special server side multiplayer client instance for testing the de/serialisation parts of the MP communication) This instance hosts the game recorder and the command player.

Constructor & Destructor Documentation

em5::multiplayer::server::LocalClient::LocalClient ( const std::string &  dataPath)
explicit

Constructor.

Parameters
[in]dataPathThe path where the player will find the recorded data file (if any), and where the recorder will save the recorded data
virtual em5::multiplayer::server::LocalClient::~LocalClient ( )
virtual

Destructor.

Member Function Documentation

virtual void em5::multiplayer::server::LocalClient::disconnect ( )
overridevirtual
virtual void em5::multiplayer::server::LocalClient::disconnect ( bool  force)
overridevirtual
virtual uint64 em5::multiplayer::server::LocalClient::getId ( ) const
overridevirtual
void em5::multiplayer::server::LocalClient::onConnected ( )
virtual bool em5::multiplayer::server::LocalClient::sendData ( const qsf::Clock simulationClock,
const qsf::game::BitStream bitStream 
)
overridevirtual

Send data.

Note
This method is used to send ingame data (e.g. DataUpdate messages) to the clients, this special method is only needed to make the lokal client easier to implement because the local client does not need to always parse the message data to find out if it should record the data or not

Implements em5::multiplayer::server::ClientBase.

virtual bool em5::multiplayer::server::LocalClient::sendData ( const qsf::game::BitStream bitStream)
overridevirtual

The documentation for this class was generated from the following file: