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

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.
 

Detailed Description

Authoritative server receive-path entry point and shared handler declarations.