The Flock  0.00.001
Public Member Functions | List of all members
MainServer Class Reference

Main server, which controls all the incomming messages and handles them. More...

Inheritance diagram for MainServer:
CoreObject IDebuggable

Public Member Functions

 MainServer (bool debug)
 Initializes a new instance of the MainServer class. More...
 
void onGetMessage (Message message)
 Every incomming message from the server goes through here and is being handled by their own function. More...
 
void playerDead (Message message)
 When the client should set the player to dead state. More...
 
void playerHasLight (Message message)
 When the server should tell the server which player has the light. More...
 
void spawnCarrierLight (Message message)
 When the client should spawn an CarrierLight explosion More...
 
- Public Member Functions inherited from CoreObject
void logDebug (string message)
 
void logWarning (string message)
 
void logError (string message)
 

Additional Inherited Members

- Properties inherited from CoreObject
bool debug [get, set]
 

Detailed Description

Main server, which controls all the incomming messages and handles them.

Constructor & Destructor Documentation

MainServer.MainServer ( bool  debug)

Initializes a new instance of the MainServer class.

Parameters
debugDebug.

Member Function Documentation

void MainServer.onGetMessage ( Message  message)

Every incomming message from the server goes through here and is being handled by their own function.

Parameters
messageMessage.
void MainServer.playerDead ( Message  message)

When the client should set the player to dead state.

Parameters
messageMessage from PlayerIO looks like this: 00 player.Id of our own player 01 player.Id of the attacket
void MainServer.playerHasLight ( Message  message)

When the server should tell the server which player has the light.

Parameters
messageMessage from PlayerIO looks like this: 00 player.Id of our own player This functions isn't being used anymore
void MainServer.spawnCarrierLight ( Message  message)

When the client should spawn an CarrierLight explosion

Parameters
messageMessage from PlayerIO looks like this: 00 player.Id of the player who gained the light

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