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Bomberman Multiplayer
Authoritative multiplayer networking layer for Bomberman.
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Authoritative lobby-to-match flow helpers. More...
#include <cstdint>#include <optional>Go to the source code of this file.
Namespaces | |
| namespace | bomberman::server |
| Authoritative dedicated-server state, match flow, and fixed-tick simulation support. | |
Functions | |
| void | bomberman::server::resetRoundRuntimeToLobby (ServerState &state) |
| Resets round-scoped state and returns to the lobby. | |
| void | bomberman::server::handleLobbyReadyStateChanged (ServerState &state) |
| Reacts to one lobby ready-state change. | |
| void | bomberman::server::refreshServerFlowDiagnostics (ServerState &state) |
| Refreshes coarse server-flow diagnostics. | |
| void | bomberman::server::handleAcceptedPlayerJoined (ServerState &state) |
| Applies the lobby participant-change policy after one accepted player joins. | |
| bool | bomberman::server::beginMatchBootstrap (ServerState &state) |
| Starts match bootstrap from a validated lobby countdown commit. | |
| void | bomberman::server::advanceServerFlow (ServerState &state) |
| Advances non-gameplay flow state. | |
| void | bomberman::server::markPlayerLoadedForCurrentMatch (ServerState &state, uint8_t playerId) |
| Records one match-loaded acknowledgement. | |
| void | bomberman::server::handleAcceptedPlayerReleased (ServerState &state, uint8_t playerId) |
| Updates flow state after one accepted player disconnects. | |
| void | bomberman::server::beginEndOfMatch (ServerState &state, std::optional< uint8_t > winnerPlayerId, bool draw, uint8_t activePlayerCount, uint8_t alivePlayerCount) |
| Commits end-of-match state for the current round. | |
Authoritative lobby-to-match flow helpers.