Drag[en]gine Game Engine  1.21
deNetworkSystem Class Reference

Network System. More...

#include <deNetworkSystem.h>

Inheritance diagram for deNetworkSystem:
deBaseSystem

Public Member Functions

Constructors and Destructors
 deNetworkSystem (deEngine *engine)
 Create new network system linked to the given engine. More...
 
 ~deNetworkSystem ()
 Clean up network system. More...
 
Management
deBaseNetworkModuleGetActiveModule () const
 
Runtime Functions

Run-Time functions can only be called if the audio system is running. Otherwise those functions cause an exception.

void ProcessNetwork ()
 Process network. More...
 
void LoadServer (deServer *server)
 Create peer object for the given server using the active module and assigns it. More...
 
void LoadConnection (deConnection *connection)
 Create peer object for the given connection using the active module and assigns it. More...
 
void LoadState (deNetworkState *state)
 Create peer object for the given state using the active module and assigns it. More...
 
void LoadWorld (deWorld *world)
 Create peer object for the given world using the active module and assigns it. More...
 
Overloadables
virtual void SetActiveModule (deLoadableModule *module)
 Set active loadable module. More...
 
virtual void ClearPermanents ()
 Clearcross references and links that could lead to memory leaks. More...
 
virtual void PostStart ()
 Carry out here actions right after the system started up. More...
 
virtual void PreStop ()
 Carry out here actions right before the system shuts down. More...
 
- Public Member Functions inherited from deBaseSystem
 deBaseSystem (deEngine *engine, const char *systemName, int requiredModuleType)
 Create new base system linked to the given engine. More...
 
virtual ~deBaseSystem ()
 Clean up base system. More...
 
deEngineGetEngine () const
 Linked game engine. More...
 
deLoadableModuleGetActiveLoadableModule () const
 Active loadable module. More...
 
bool GetIsRunning () const
 System is running. More...
 
bool GetHasFailed () const
 System has failed during runtime. More...
 
const decStringGetSystemName () const
 System name. More...
 
virtual bool CanStart ()
 
void SetHasFailed (bool hasFailed)
 Set if system has failed. More...
 
virtual void Start ()
 Start system and the active loadable module. More...
 
virtual void Stop ()
 Stop system and the active loadable module. More...
 
void CheckAndActivateFirst (deModuleSystem::eModuleTypes type)
 Check if at least one module is working and select the first one. More...
 
void LogInfo (const char *message)
 Output information message on the console. More...
 
void LogInfoFormat (const char *message,...)
 Output formated information message on the console. More...
 
void LogInfoFormatUsing (const char *message, va_list args)
 Output formated information message on the console. More...
 
void LogWarn (const char *message)
 Output warning message on the console. More...
 
void LogWarnFormat (const char *message,...)
 Output formated warning message on the console. More...
 
void LogWarnFormatUsing (const char *message, va_list args)
 Output formated warning message on the console. More...
 
void LogError (const char *message)
 Output error message on the console. More...
 
void LogErrorFormat (const char *message,...)
 Output formated error message on the console. More...
 
void LogErrorFormatUsing (const char *message, va_list args)
 Output formated error message on the console. More...
 
void LogException (const deException &exception)
 Output exception as error message on the console. More...
 

Detailed Description

Network System.

Provides network communication support..

Constructor & Destructor Documentation

◆ deNetworkSystem()

deNetworkSystem::deNetworkSystem ( deEngine engine)

Create new network system linked to the given engine.

◆ ~deNetworkSystem()

deNetworkSystem::~deNetworkSystem ( )

Clean up network system.

Member Function Documentation

◆ ClearPermanents()

virtual void deNetworkSystem::ClearPermanents ( )
virtual

Clearcross references and links that could lead to memory leaks.

Do not forget to call the super function.

Reimplemented from deBaseSystem.

◆ GetActiveModule()

deBaseNetworkModule* deNetworkSystem::GetActiveModule ( ) const
inline

◆ LoadConnection()

void deNetworkSystem::LoadConnection ( deConnection connection)

Create peer object for the given connection using the active module and assigns it.

◆ LoadServer()

void deNetworkSystem::LoadServer ( deServer server)

Create peer object for the given server using the active module and assigns it.

◆ LoadState()

void deNetworkSystem::LoadState ( deNetworkState state)

Create peer object for the given state using the active module and assigns it.

◆ LoadWorld()

void deNetworkSystem::LoadWorld ( deWorld world)

Create peer object for the given world using the active module and assigns it.

◆ PostStart()

virtual void deNetworkSystem::PostStart ( )
virtual

Carry out here actions right after the system started up.

Reimplemented from deBaseSystem.

◆ PreStop()

virtual void deNetworkSystem::PreStop ( )
virtual

Carry out here actions right before the system shuts down.

Reimplemented from deBaseSystem.

◆ ProcessNetwork()

void deNetworkSystem::ProcessNetwork ( )

Process network.

◆ SetActiveModule()

virtual void deNetworkSystem::SetActiveModule ( deLoadableModule module)
virtual

Set active loadable module.

Do not forget to call the super function.

Reimplemented from deBaseSystem.


The documentation for this class was generated from the following file: