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GameConnection Class Reference

Inherits NetConnection, and NetConnection.

Methods

void activateGhosting ()
 
void activateGhosting ()
 
void delete ([reason])
 
void delete ([reason])
 
int getServerConnection ()
 
int getServerConnection ()
 
void resetGhosting ()
 
void resetGhosting ()
 
void setConnectArgs (name[, arg1,..., arg15])
 
void setConnectArgs (name[, arg1,..., arg15])
 
void setJoinPassword (password)
 
void setJoinPassword (password)
 
- Methods inherited from NetConnection
void checkMaxRate ()
 
void checkMaxRate ()
 
void connect (remoteAddress)
 
void connect (remoteAddress)
 
string connectLocal ()
 
string connectLocal ()
 
string getAddress ()
 
string getAddress ()
 
int getGhostID (S32 realID)
 
int getGhostID (S32 realID)
 
int getGhostsActive ()
 
int getGhostsActive ()
 
int getPacketLoss ()
 
int getPacketLoss ()
 
int getPing ()
 
int getPing ()
 
int resolveGhostID (S32 ghostID)
 
int resolveGhostID (S32 ghostID)
 
int resolveObjectFromGhostIndex (S32 ghostIdx)
 
int resolveObjectFromGhostIndex (S32 ghostIdx)
 
void setSimulatedNetParams (packetLoss, delay)
 
void setSimulatedNetParams (packetLoss, delay)
 

Fields

SimBase
bool canSaveDynamicFields
 
string internalName
 
SimObjectPtr parentGroup
 
Namespace Linking
string superclass
 
string class
 
- Fields inherited from NetConnection
bool canSaveDynamicFields
 
string internalName
 
SimObjectPtr parentGroup
 
string superclass
 
string class
 
- Fields inherited from SimGroup
bool canSaveDynamicFields
 
string internalName
 
SimObjectPtr parentGroup
 
string superclass
 
string class
 
- Fields inherited from SimSet
bool canSaveDynamicFields
 
string internalName
 
SimObjectPtr parentGroup
 
string superclass
 
string class
 
- Fields inherited from SimObject
bool canSaveDynamicFields
 
string internalName
 
SimObjectPtr parentGroup
 
string superclass
 
string class
 

Methods

void GameConnection::activateGhosting ( )

Use the activateGhosting method to GameConnection instance to start ghosting objects to the client. This is called on each client connection by the server.

Returns
No return value.
See Also
resetGhosting
void GameConnection::activateGhosting ( )

Use the activateGhosting method to GameConnection instance to start ghosting objects to the client. This is called on each client connection by the server.

Returns
No return value.
See Also
resetGhosting
void GameConnection::delete ( )

Use the delete method to destroy and disconnect the current connection, giving an optional reason. If reason is specified, it will be transmitted to the client/server on the other end of the connection.

Parameters
reasonA string explaining while the connection is being severed.
Returns
No return value
void GameConnection::delete ( )

Use the delete method to destroy and disconnect the current connection, giving an optional reason. If reason is specified, it will be transmitted to the client/server on the other end of the connection.

Parameters
reasonA string explaining while the connection is being severed.
Returns
No return value
int GameConnection::getServerConnection ( )

Get the server connection if any.

int GameConnection::getServerConnection ( )

Get the server connection if any.

void GameConnection::resetGhosting ( )

Use the resetGhosting method to reset ghosting. This in effect tells the server to resend each ghost to insure that all objects which should be ghosts and are in fact ghosted.

Returns
No return value.
See Also
activateGhosting
void GameConnection::resetGhosting ( )

Use the resetGhosting method to reset ghosting. This in effect tells the server to resend each ghost to insure that all objects which should be ghosts and are in fact ghosted.

Returns
No return value.
See Also
activateGhosting
void GameConnection::setConnectArgs ( name  [, arg1,..., arg15])

Use the setConnectArgs method to set the connection arguments for this client-side GameConnection. These values will be passed to the server upon establishing a connection.

Parameters
nameGenerally, the first argument is the name of the player.
arg1... , arg15 - 15 additional arguments may be passed.
Returns
No return value.
See Also
setJoinPassword
void GameConnection::setConnectArgs ( name  [, arg1,..., arg15])

Use the setConnectArgs method to set the connection arguments for this client-side GameConnection. These values will be passed to the server upon establishing a connection.

Parameters
nameGenerally, the first argument is the name of the player.
arg1... , arg15 - 15 additional arguments may be passed.
Returns
No return value.
See Also
setJoinPassword
void GameConnection::setJoinPassword ( password  )

Use the setJoinPassword method to set the password required to connect to this server-side GameConnection. Pass a NULL string to clear the password.

Parameters
passwordA string representing the case insensitive password to use for this server-side GameConnection.
Returns
No return value.
See Also
setConnectArgs
void GameConnection::setJoinPassword ( password  )

Use the setJoinPassword method to set the password required to connect to this server-side GameConnection. Pass a NULL string to clear the password.

Parameters
passwordA string representing the case insensitive password to use for this server-side GameConnection.
Returns
No return value.
See Also
setConnectArgs

Member Data Documentation

bool GameConnection::canSaveDynamicFields
string GameConnection::class

Script SuperClass of object.

string GameConnection::internalName
SimObjectPtr GameConnection::parentGroup

Group hierarchy parent of the object.

string GameConnection::superclass

Script Class of object.



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