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Bomberman Multiplayer
Authoritative multiplayer networking layer for Bomberman.
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Authoritative server receive-path entry point and shared handler declarations. More...
#include "ServerState.h"Go to the source code of this file.
Namespaces | |
| namespace | bomberman::server |
| Authoritative dedicated-server state, match flow, and fixed-tick simulation support. | |
Functions | |
| std::optional< uint8_t > | bomberman::server::acceptedPlayerId (const ENetPeer *peer) |
| Returns the accepted player id bound to a live peer, if any. | |
| 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::onInput (PacketDispatchContext &ctx, const net::PacketHeader &header, const uint8_t *payload, std::size_t payloadSize) |
| Handles one validated gameplay input batch. | |
| void | bomberman::server::broadcastLobbyState (ServerState &state) |
| Rebuilds and broadcasts the current lobby state. | |
| void | bomberman::server::handleReceiveEvent (const ENetEvent &event, ServerState &state) |
| Parses, validates, and dispatches one received ENet packet. | |
Authoritative server receive-path entry point and shared handler declarations.