From 0fceb1cf1ab9887040f08f0abf646ef318a65ae3 Mon Sep 17 00:00:00 2001 From: Magnus Auvinen Date: Tue, 5 Aug 2008 21:37:33 +0000 Subject: added documentation --- docs/output/index/General5.html | 50 +++++++++++++++++++++++++++++++++++++++++ 1 file changed, 50 insertions(+) create mode 100644 docs/output/index/General5.html (limited to 'docs/output/index/General5.html') diff --git a/docs/output/index/General5.html b/docs/output/index/General5.html new file mode 100644 index 00000000..7c356e9e --- /dev/null +++ b/docs/output/index/General5.html @@ -0,0 +1,50 @@ + + +Index + + + + + + + + + +
Index
$#! · 0-9 · A · B · C · D · E · F · G · H · I · J · K · L · M · N · O · P · Q · R · S · T · U · V · W · X · Y · Z
N
 net_addr_comp
 net_addr_str
 net_errno
 net_host_lookup
 net_init
 net_tcp_accept
 net_tcp_close
 net_tcp_connect
 net_tcp_connect_non_blocking
 net_tcp_create
 net_tcp_listen
 net_tcp_recv
 net_tcp_send
 net_tcp_set_non_blocking
 net_udp_close
 net_udp_create
 net_udp_recv
 net_udp_send
 net_would_block
 Network General
 Network TCP
 Network UDP
 Network(Server)
O
 on_character_death, Game Controller
 on_character_spawn, Game Controller
 on_entity, Game Controller
 OS Abstraction
 Other
 Overview
P
 pos, Entity
 Prediction
 proximity_radius, Entity
Q
 Quads
R
 Reinit
 remove_entity, Game World
 Rendering
 reset, Entity
 Running
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int net_addr_comp(const NETADDR *a,
const NETADDR *b)
Compares two network addresses.
int net_addr_str(const NETADDR *addr,
char *string,
int max_length)
Turns a network address into a representive string.
int net_errno()
DOCTODO: serp
int net_host_lookup(const char *hostname,
NETADDR *addr,
int types)
Does a hostname lookup by name and fills out the passed NETADDR struct with the recieved details.
int net_init()
Initiates network functionallity.
int net_tcp_accept(NETSOCKET sock,
NETSOCKET *new_sock,
NETADDR *addr)
Polls a listning socket for a new connection.
int net_tcp_close(NETSOCKET sock)
Closes a TCP socket.
int net_tcp_connect(NETSOCKET sock,
const NETADDR *addr)
Connects one socket to another.
int net_tcp_connect_non_blocking(NETSOCKET sock,
const NETADDR *a)
DOCTODO: serp
NETSOCKET net_tcp_create(const NETADDR *a)
Creates a TCP socket.
int net_tcp_listen(NETSOCKET sock,
int backlog)
Makes the socket start listening for new connections.
int net_tcp_recv(NETSOCKET sock,
void *data,
int maxsize)
Recvives data from a TCP stream.
int net_tcp_send(NETSOCKET sock,
const void *data,
int size)
Sends data to a TCP stream.
int net_tcp_set_non_blocking(NETSOCKET sock)
DOCTODO: serp
int net_udp_close(NETSOCKET sock)
Closes an UDP socket.
NETSOCKET net_udp_create(NETADDR bindaddr)
Creates a UDP socket and binds it to a port.
int net_udp_recv(NETSOCKET sock,
NETADDR *addr,
void *data,
int maxsize)
Recives a packet over an UDP socket.
int net_udp_send(NETSOCKET sock,
const NETADDR *addr,
const void *data,
int size)
Sends a packet over an UDP socket.
int net_would_block()
DOCTODO: serp
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virtual int on_character_death(class CHARACTER *victim,
class PLAYER *killer,
int weapon)
Called when a character in the world dies.
virtual void on_character_spawn(class CHARACTER *chr)
Called when a character spawns into the game world.
virtual bool on_entity(int index,
vec2 pos)
Called when the map is loaded to process an entity in the map.
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vec2 pos
Contains the current posititon of the entity.
The engine calls modc_predict when reprediction is required.
float proximity_radius
Contains the physical size of the entity.
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void remove_entity(ENTITY *entity)
Removes an entity from the world.
DOCTODO
virtual void reset()
Called when the game resets the map.
Here is an graph over how the server operates on each refresh.
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Close
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