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Bomberman Multiplayer
Authoritative multiplayer networking layer for Bomberman.
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Snapshot payload broadcast by the server to all clients. More...
#include <NetCommon.h>
Classes | |
| struct | BombEntry |
| struct | PlayerEntry |
| struct | PowerupEntry |
Public Attributes | |
| uint32_t | matchId = 0 |
| Authoritative match identifier that produced this snapshot. | |
| uint32_t | serverTick = 0 |
| Authoritative server tick at which this snapshot was produced. | |
| uint8_t | playerCount = 0 |
Number of active entries stored in players. | |
| uint8_t | bombCount = 0 |
Number of active entries stored in bombs. | |
| uint8_t | powerupCount = 0 |
Number of active revealed entries stored in powerups. | |
| PlayerEntry | players [kMaxPlayers] |
Packed active-player entries; slots beyond playerCount are ignored. | |
| BombEntry | bombs [kMaxSnapshotBombs] |
Packed active bombs; slots beyond bombCount are ignored. | |
| PowerupEntry | powerups [kMaxSnapshotPowerups] |
Packed revealed powerups; slots beyond powerupCount are ignored. | |
Snapshot payload broadcast by the server to all clients.
Contains active authoritative round player state plus active bombs and revealed powerups for already-connected clients. Players are packed in ascending player-id slot order. Bombs and revealed powerups are packed in ascending cell order.
Truth boundary today: