Bomberman Multiplayer
Authoritative multiplayer networking layer for Bomberman.
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bomberman::net::MsgSnapshot Struct Reference

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.
 

Detailed Description

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:

  • authoritative for player positions / replicated player flags / active bomb membership / revealed powerup membership
  • not a full reconnect or world-rebuild payload
  • does not encode destroyed tiles, round-result presentation state, or enough world state to rebuild an in-progress round after disconnect
Note
The owning local player may still appear in the snapshot even when client prediction is using owner corrections for local position.

The documentation for this struct was generated from the following file: