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Bomberman Multiplayer
Authoritative multiplayer networking layer for Bomberman.
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Passive lobby seat snapshot sent reliably by the server. More...
#include <NetCommon.h>
Classes | |
| struct | SeatEntry |
Public Types | |
| enum class | EPhase : uint8_t { Idle = 0x00 , Countdown = 0x01 } |
Public Attributes | |
| EPhase | phase = EPhase::Idle |
| Lobby presentation phase. | |
| uint8_t | countdownSecondsRemaining = 0 |
Remaining whole countdown seconds during Countdown. | |
| uint16_t | reserved = 0 |
| Reserved field. Must be zero in the current protocol version. | |
| SeatEntry | seats [kMaxPlayers] {} |
| Stable player-id keyed lobby seats. | |
Passive lobby seat snapshot sent reliably by the server.
Slots are encoded in stable player-id seat order so clients can render a dynamic lobby list without inferring seat ownership from packet order.