group2 0.1.0
CSE 125 Group 2
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Server.hpp File Reference

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>
Include dependency graph for Server.hpp:
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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...

Detailed Description

TCP game server that accepts clients and dispatches incoming packets.