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network
Class CNetClient

CSocketBase
   |
   +--CStreamSocket, IMessagePipeEnd
         |
         +--CMessageSocket
               |
               +--CNetSession, CJSObject, CTurnManager
                     |
                     +--CNetClient

   in Client.h
   in Client.cpp

class CNetClient
extends CJSObject, CNetSession, CTurnManager


Inner Classes, Typedefs, and Enums
class CNetClient::CServerSession
          
typedef CNetClient::SessionMap
          
 
Field Summary
 static MessageHandler AuthenticateHandler
          
 static MessageHandler BaseHandler
          
 static MessageHandler ChatHandler
          
 static MessageHandler ConnectHandler
          
 static MessageHandler HandshakeHandler
          
 static MessageHandler InGameHandler
          
private CJSMap< CNetClient::SessionMap > m_JSI_ServerSessions
          
private CScriptObject m_OnChat
          
private CScriptObject m_OnClientConnect
          
private CScriptObject m_OnClientDisconnect
          
private CScriptObject m_OnConnectComplete
          
private CScriptObject m_OnDisconnect
          
private CScriptObject m_OnStartGame
          
private CStrW m_Password
          
private CGame* m_pGame
          
private CGameAttributes* m_pGameAttributes
          
private CPlayerSlot* m_pLocalPlayerSlot
          
private CNetClient::SessionMap m_ServerSessions
          
private int m_SessionID
          
 static MessageHandler PreGameHandler
          
   
Fields inherited from class CJSObject
m_NativeProperties, m_NonsharedProperties, m_ScriptProperties, m_EngineOwned, JSI_class
   
Fields inherited from class CNetSession
m_pMessageHandler, m_Name
   
Fields inherited from class CTurnManager
RecordIterator
 
Constructor Summary
CNetClient( CGame* pGame, CGameAttributes* pGameAttribs )
          
virtual ~CNetClient()
          
 
Method Summary
 bool AuthenticateHandler( CNetMessage* pMsg, CNetSession* pSession )
          
 bool BaseHandler( CNetMessage* pMsg, CNetSession* pSession )
          
 bool ChatHandler( CNetMessage* pMsg, CNetSession* pSession )
          
 bool ConnectHandler( CNetMessage* pMsg, CNetSession* pSession )
          
 CPlayer* GetLocalPlayer()
          
 bool HandshakeHandler( CNetMessage* pMsg, CNetSession* pSession )
          
 bool InGameHandler( CNetMessage* pMsg, CNetSession* pSession )
          
private bool JSI_BeginConnect( JSContext* UNUSED( cx ), uintN argc, jsval* argv )
          
protected virtual void NewTurn()
          
private void OnClientConnect( int sessionID, const CStrW& name )
          
private void OnClientDisconnect( int sessionID )
          
private void OnStartGameMessage()
          
 bool PreGameHandler( CNetMessage* pMsg, CNetSession* pSession )
          
protected virtual void QueueLocalCommand( CNetMessage* pMsg )
          
private static void ScriptingInit()
          
 int StartGame()
          
   
Methods inherited from class CJSObject
ScriptingInit, ScriptingShutdown, GetProperty, SetProperty, HasProperty, AddProperty, AddProperty, AddProperty, AddMethod, AddProperty, AddLocalProperty, GetScript, CreateScriptObject, ReleaseScriptObject, Shutdown
   
Methods inherited from class CNetSession
HandleMessage, GetName
   
Methods inherited from class CTurnManager
ClearBatch, RotateBatches, IterateBatch, SendBatch, SendMessage, QueueMessage, SetClientPipe, SetTurnLength, GetTurnLength, Initialize, RecordBatch, RecordIterator, NewTurn, QueueLocalCommand
   
Methods inherited from class IJSObject
HasProperty, GetProperty, AddProperty, AddProperty
   
Methods inherited from class CMessageSocket
Push, TryPop, WriteComplete, ReadComplete, OnMessage, ConnectComplete, OnClose, BeginConnect
   
Methods inherited from class CStreamSocket
BeginConnect, Read, Write, OnClose, ConnectComplete, ReadComplete, WriteComplete, OnWrite, OnRead, SetSocketOptions, Lock, Unlock
   
Methods inherited from class IMessagePipeEnd
Push, TryPop
   
Methods inherited from class CSocketBase
Shutdown, Initialize, Close, Destroy, SetNonBlocking, SetTcpNoDelay, Read, Write, Connect, Bind, PreAccept, Accept, Reject, GetOpMask, SetOpMask, GetProtocol, IsNonBlocking, GetErrorState, GetState, GetRemoteAddress, OnRead, OnWrite, OnClose
 

Field Detail

AuthenticateHandler

public static MessageHandler AuthenticateHandler;

BaseHandler

public static MessageHandler BaseHandler;

ChatHandler

public static MessageHandler ChatHandler;

ConnectHandler

public static MessageHandler ConnectHandler;

HandshakeHandler

public static MessageHandler HandshakeHandler;

InGameHandler

public static MessageHandler InGameHandler;

m_JSI_ServerSessions

private CJSMap< CNetClient::SessionMap > m_JSI_ServerSessions;

m_OnChat

private CScriptObject m_OnChat;

m_OnClientConnect

private CScriptObject m_OnClientConnect;

m_OnClientDisconnect

private CScriptObject m_OnClientDisconnect;

m_OnConnectComplete

private CScriptObject m_OnConnectComplete;

m_OnDisconnect

private CScriptObject m_OnDisconnect;

m_OnStartGame

private CScriptObject m_OnStartGame;

m_Password

private CStrW m_Password;

m_pGame

private CGame* m_pGame;

m_pGameAttributes

private CGameAttributes* m_pGameAttributes;

m_pLocalPlayerSlot

private CPlayerSlot* m_pLocalPlayerSlot;

m_ServerSessions

private CNetClient::SessionMap m_ServerSessions;

m_SessionID

private int m_SessionID;

PreGameHandler

public static MessageHandler PreGameHandler;


Constructor Detail

CNetClient

public CNetClient( CGame* pGame, CGameAttributes* pGameAttribs );

~CNetClient

public virtual ~CNetClient();


Method Detail

AuthenticateHandler

 bool AuthenticateHandler( CNetMessage* pMsg, CNetSession* pSession );

BaseHandler

 bool BaseHandler( CNetMessage* pMsg, CNetSession* pSession );

ChatHandler

 bool ChatHandler( CNetMessage* pMsg, CNetSession* pSession );

ConnectHandler

 bool ConnectHandler( CNetMessage* pMsg, CNetSession* pSession );

GetLocalPlayer

public CPlayer* GetLocalPlayer();

HandshakeHandler

 bool HandshakeHandler( CNetMessage* pMsg, CNetSession* pSession );

InGameHandler

 bool InGameHandler( CNetMessage* pMsg, CNetSession* pSession );

JSI_BeginConnect

private bool JSI_BeginConnect( JSContext* UNUSED( cx ), uintN argc, jsval* argv );

NewTurn

protected virtual void NewTurn();

OnClientConnect

private void OnClientConnect( int sessionID, const CStrW& name );

OnClientDisconnect

private void OnClientDisconnect( int sessionID );

OnStartGameMessage

private void OnStartGameMessage();

PreGameHandler

 bool PreGameHandler( CNetMessage* pMsg, CNetSession* pSession );

QueueLocalCommand

protected virtual void QueueLocalCommand( CNetMessage* pMsg );

ScriptingInit

private static void ScriptingInit();

StartGame

public int StartGame();

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0 A.D.
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