Bomberman Multiplayer
Authoritative multiplayer networking layer for Bomberman.
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bomberman::server::MatchPlayerState Struct Reference

Authoritative in-match state for one accepted player seat. More...

#include <ServerState.h>

Public Attributes

uint8_t playerId = 0
 
sim::TilePos pos {}
 
bool alive = true
 
bool inputLocked = false
 
uint8_t activeBombCount = 0
 
uint8_t maxBombs = sim::kDefaultPlayerMaxBombs
 
uint8_t bombRange = sim::kDefaultPlayerBombRange
 
uint32_t invincibleUntilTick = 0
 
uint32_t speedBoostUntilTick = 0
 
uint32_t bombRangeBoostUntilTick = 0
 
uint32_t maxBombsBoostUntilTick = 0
 
std::array< InputRingEntry, kServerInputBufferSizeinputRing {}
 Indexed by seq % @ref kServerInputBufferSize.
 
uint32_t lastReceivedInputSeq = 0
 
uint32_t lastProcessedInputSeq = 0
 
uint8_t lastAppliedButtons = 0
 Reused when the next sequence misses its deadline.
 
uint8_t appliedButtons = 0
 
uint8_t previousTickButtons = 0
 
bool inputTimelineStarted = false
 True once the fixed-delay consume timeline has been armed.
 
uint32_t nextConsumeServerTick = 0
 
uint16_t consecutiveTooFarAheadBatches = 0
 
uint16_t consecutiveInputGaps = 0
 
uint32_t nextTooFarAheadWarnTick = 0
 
uint32_t nextGapWarnTick = 0
 

Detailed Description

Authoritative in-match state for one accepted player seat.

The slot lives inside ServerState::matchPlayers and exists only for currently active in-match state. Live peer ownership stays in PeerSession, and current accepted-player metadata lives in PlayerSlot.


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