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Bomberman Multiplayer
Authoritative multiplayer networking layer for Bomberman.
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Authoritative server control-message handling and lobby-state broadcast. More...
#include "ServerHandlers.h"#include <optional>#include <string_view>#include "Net/NetSend.h"#include "ServerFlow.h"#include "ServerFlowInternal.h"#include "Sim/SimConfig.h"#include "Util/Log.h"Namespaces | |
| namespace | bomberman::server |
| Authoritative dedicated-server state, match flow, and fixed-tick simulation support. | |
Functions | |
| void | bomberman::server::onHello (PacketDispatchContext &ctx, const net::PacketHeader &header, const uint8_t *payload, std::size_t payloadSize) |
| Handles one validated Hello packet. | |
| void | bomberman::server::onLobbyReady (PacketDispatchContext &ctx, const net::PacketHeader &header, const uint8_t *payload, std::size_t payloadSize) |
| Handles one lobby ready-toggle request from an accepted seat. | |
| void | bomberman::server::onMatchLoaded (PacketDispatchContext &ctx, const net::PacketHeader &header, const uint8_t *payload, std::size_t payloadSize) |
Handles one match-loaded acknowledgement during StartingMatch. | |
| void | bomberman::server::broadcastLobbyState (ServerState &state) |
| Rebuilds and broadcasts the current lobby state. | |
Authoritative server control-message handling and lobby-state broadcast.