Bomberman Multiplayer
Authoritative multiplayer networking layer for Bomberman.
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ServerFlow.h File Reference

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.
 

Detailed Description

Authoritative lobby-to-match flow helpers.