CEL

Public API Reference

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 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 PlayerNetworkStateChanged (celPlayer *player, celPlayerNetworkState new_state, celPlayerNetworkState previous_state)=0
 The state of the network connection to the player has changed.
virtual void ServerEnd ()=0
 The game is finished and the server will be closed.
virtual celPlayerValidatePlayerUpdate (celPlayer *previous_player_data)=0
 Check if the new data of a player are valid.


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 1.4.7