group2 0.1.0
CSE 125 Group 2
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Event.hpp
Go to the documentation of this file.
1
3#pragma once
4#include "EventType.hpp"
10
11#include <cstdint>
12#include <string>
13#include <vector>
14
26{
27 std::uint32_t shotInputTick = 0;
28 std::uint16_t targetClientId = 0xFFFFu;
30};
31
33{
34 std::uint16_t clientSeq = 0;
35 std::string message;
36};
37
39{
40 std::uint16_t sequence = 0;
41 std::uint8_t frameMs = 20;
42 std::vector<std::uint8_t> opus;
43};
44
PR-27 — per-entity animation state snapshot, decoupled from CharacterAnimator.
Network client identifier component for multiplayer entities.
Runtime host-controlled discovery advertisement settings.
Server-side gameplay event type identifiers.
EventType
Enumeration of gameplay event types for server-side queueing.
Definition EventType.hpp:8
Per-tick player input snapshot for networking and prediction.
A single gameplay event produced by network input processing.
Definition Event.hpp:47
bool physicsDiagRecording
Used when type == PhysicsDiagRecording.
Definition Event.hpp:57
DiscoverySettings discoverySettings
Used when type == DiscoverySettingsUpdated.
Definition Event.hpp:56
TextChatPayload textChat
Used when type == TextChat.
Definition Event.hpp:53
InputSnapshot movementIntent
Used when type == Input.
Definition Event.hpp:51
ClientId clientId
Originating client identifier.
Definition Event.hpp:49
EventType type
Definition Event.hpp:50
ShotIntentPayload shotIntent
Used when type == ShotIntent (PR-27).
Definition Event.hpp:52
VoiceFramePayload voiceFrame
Used when type == VoiceFrame.
Definition Event.hpp:54
MatchConfig matchConfig
Used when type == MatchConfigUpdated.
Definition Event.hpp:55
Snapshot of an entity's full animation state at one instant.
Definition AnimSnapshot.hpp:73
Associates an entity with a connected network client.
Definition ClientId.hpp:10
Host-managed discovery visibility flags.
Definition DiscoverySettings.hpp:11
One tick of player input, stamped with the tick it was sampled on.
Definition InputSnapshot.hpp:17
Definition MatchConfig.hpp:4
PR-27: per-shot animation-state assertion from the client.
Definition Event.hpp:26
std::uint16_t targetClientId
0xFFFF = no specific target.
Definition Event.hpp:28
std::uint32_t shotInputTick
Definition Event.hpp:27
AnimSnapshot targetAnim
Definition Event.hpp:29
Definition Event.hpp:33
std::uint16_t clientSeq
Definition Event.hpp:34
std::string message
Definition Event.hpp:35
Definition Event.hpp:39
std::uint16_t sequence
Definition Event.hpp:40
std::vector< std::uint8_t > opus
Definition Event.hpp:42
std::uint8_t frameMs
Definition Event.hpp:41