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group2 0.1.0
CSE 125 Group 2
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TCP game server that accepts clients and dispatches incoming packets. More...
#include "ecs/components/ClientId.hpp"#include "ecs/registry/Registry.hpp"#include "ecs/systems/PlayerStatusSystem.hpp"#include "network/ChatProtocol.hpp"#include "network/MatchConfig.hpp"#include "network/MatchStatus.hpp"#include "network/MessageStream.hpp"#include "network/NetworkConfig.hpp"#include "network/OutboundQueue.hpp"#include "network/RosterEvent.hpp"#include "network/ShotEvent.hpp"#include "network/VoiceProtocol.hpp"#include "network/lobby/LobbyStatus.hpp"#include "network/transport/UdpEndpoint.hpp"#include "network/transport/UdpSessionTransport.hpp"#include "systems/EventQueue.hpp"#include <SDL3/SDL_stdinc.h>#include <SDL3_net/SDL_net.h>#include <atomic>#include <deque>#include <entt/entity/entity.hpp>#include <memory>#include <mutex>#include <shared_mutex>#include <span>#include <string_view>#include <thread>#include <vector>Go to the source code of this file.
Classes | |
| class | Server |
| TCP stream socket — receives client packets and echoes them back. More... | |
| struct | Server::ClientNetState |
| PR-2b (server-perf): bulk-snapshot every connected client's last-reported network state in one (mostly lock-free) operation. More... | |
| struct | Server::Connection |
| Per-client connection state. More... | |
| struct | Server::Connection::PendingReliableEvent |
| Phase 3d-5: pending reliable events, each scheduled for remainingSends more cycles. More... | |
| struct | Server::ClientRttSnapshot |
| Atomic-published snapshot of every connected client's network state. More... | |
TCP game server that accepts clients and dispatches incoming packets.