network
Class CNetServerSession
CSocketBase
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+--CStreamSocket, IMessagePipeEnd
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+--CMessageSocket
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+--CNetSession, CJSObject
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+--CNetServerSession
in ServerSession.h
in ServerSession.cpp
- class CNetServerSession
- extends CJSObject, CNetSession
Methods inherited from class CJSObject |
ScriptingInit, ScriptingShutdown, GetProperty, SetProperty, HasProperty, AddProperty, AddProperty, AddProperty, AddMethod, AddProperty, AddLocalProperty, GetScript, CreateScriptObject, ReleaseScriptObject, Shutdown |
Methods inherited from class CStreamSocket |
BeginConnect, Read, Write, OnClose, ConnectComplete, ReadComplete, WriteComplete, OnWrite, OnRead, SetSocketOptions, Lock, Unlock |
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 |
AuthenticateHandler
public static MessageHandler AuthenticateHandler;
BaseHandler
public static MessageHandler BaseHandler;
ChatHandler
public static MessageHandler ChatHandler;
HandshakeHandler
public static MessageHandler HandshakeHandler;
InGameHandler
public static MessageHandler InGameHandler;
m_ID
private int m_ID;
m_IsObserver
private bool m_IsObserver;
m_pPlayer
private CPlayer* m_pPlayer;
m_pPlayerSlot
private CPlayerSlot* m_pPlayerSlot;
m_pServer
private CNetServer* m_pServer;
ObserverHandler
public static MessageHandler ObserverHandler;
PreGameHandler
public static MessageHandler PreGameHandler;
CNetServerSession
public CNetServerSession( CNetServer* pServer, CSocketInternal* pInt, MessageHandler* pMsgHandler = HandshakeHandler );
~CNetServerSession
public virtual ~CNetServerSession();
AuthenticateHandler
bool AuthenticateHandler( CNetMessage* pMsg, CNetSession* pNetSession );
BaseHandler
bool BaseHandler( CNetMessage* pMsg, CNetSession* pNetSession );
ChatHandler
bool ChatHandler( CNetMessage* pMsg, CNetSession* pNetSession );
GetID
public inline int GetID();
GetPlayer
public inline CPlayer* GetPlayer();
GetPlayerSlot
public inline CPlayerSlot* GetPlayerSlot();
HandshakeHandler
bool HandshakeHandler( CNetMessage* pMsg, CNetSession* pNetSession );
InGameHandler
bool InGameHandler( CNetMessage* pMsg, CNetSession* pNetSession );
IsObserver
public inline bool IsObserver();
JSI_Close
private bool JSI_Close( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) );
ObserverHandler
bool ObserverHandler( CNetMessage* pMsg, CNetSession* pNetSession );
PreGameHandler
bool PreGameHandler( CNetMessage* pMsg, CNetSession* pNetSession );
ScriptingInit
private static void ScriptingInit();
SetID
protected inline void SetID( int id );
SetPlayer
protected inline void SetPlayer( CPlayer* pPlayer );
SetPlayerSlot
protected inline void SetPlayerSlot( CPlayerSlot* pPlayerSlot );
StartGame
public void StartGame();