Richard Boegli's CnC_Generals_Zero_Hour Fork WIP
This is documentation of Richard Boegil's Zero Hour Fork
 
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ConnectionManager Member List

This is the complete list of members for ConnectionManager, including all inherited members.

allCommandsReady(UnsignedInt frame, Bool justTesting=FALSE)ConnectionManager
areAllQueuesEmpty(void)ConnectionManager
attachTransport(Transport *transport)ConnectionManager
canILeave()ConnectionManager
ConnectionManager()ConnectionManager
destroyGameMessages()ConnectionManager
determineRouterFallbackPlan()ConnectionManager
disconnectLocalPlayer()ConnectionManager
disconnectPlayer(Int slot)ConnectionManager
flushConnections()ConnectionManager
getAverageFPS(void)ConnectionManager
getFileTransferProgress(Int playerID, AsciiString path)ConnectionManager
getFrameCommandList(UnsignedInt frame)ConnectionManager
getIncomingBytesPerSecond(void)ConnectionManager
getIncomingPacketsPerSecond(void)ConnectionManager
getLocalPlayerID()ConnectionManager
getMinimumCushion()ConnectionManager
getNextPacketRouterSlot(UnsignedInt playerID)ConnectionManager
getNumPlayers()ConnectionManager
getOutgoingBytesPerSecond(void)ConnectionManager
getOutgoingPacketsPerSecond(void)ConnectionManager
getPacketArrivalCushion(void)ConnectionManager
getPacketRouterFallbackSlot(Int packetRouterNumber)ConnectionManager
getPacketRouterSlot()ConnectionManager
getPingFrame()ConnectionManager
getPingsRecieved()ConnectionManager
getPingsSent()ConnectionManager
getPlayerName(Int playerNum)ConnectionManager
getSlotAverageFPS(Int slot)ConnectionManager
getUnknownBytesPerSecond(void)ConnectionManager
getUnknownPacketsPerSecond(void)ConnectionManager
handleAllCommandsReady(void)ConnectionManager
handleLocalPlayerLeaving(UnsignedInt frame)ConnectionManager
init()ConnectionManagervirtual
initTransport()ConnectionManager
isPacketRouter(void)ConnectionManager
isPlayerConnected(Int playerID)ConnectionManager
loadProgressComplete(void)ConnectionManager
notifyOthersOfCurrentFrame(Int frame)ConnectionManager
notifyOthersOfNewFrame(UnsignedInt frame)ConnectionManager
parseUserList(const GameInfo *game)ConnectionManager
processChat(NetChatCommandMsg *msg)ConnectionManager
processFrameTick(UnsignedInt frame)ConnectionManager
processPlayerLeave(NetPlayerLeaveCommandMsg *msg)ConnectionManager
quitGame()ConnectionManager
resendPendingCommands()ConnectionManager
reset()ConnectionManagervirtual
sendChat(UnicodeString text, Int playerMask, UnsignedInt executionFrame)ConnectionManager
sendCommand(NetCommandMsg *msg)ConnectionManager
sendDisconnectChat(UnicodeString text)ConnectionManager
sendFile(AsciiString path, UnsignedByte playerMask, UnsignedShort commandID)ConnectionManager
sendFileAnnounce(AsciiString path, UnsignedByte playerMask)ConnectionManager
sendFrameDataToPlayer(UnsignedInt playerID, UnsignedInt startingFrame)ConnectionManager
sendLocalCommand(NetCommandMsg *msg, UnsignedByte relay=0xff)ConnectionManager
sendLocalCommandDirect(NetCommandMsg *msg, UnsignedByte relay)ConnectionManager
sendLocalGameMessage(GameMessage *msg, UnsignedInt frame)ConnectionManager
sendSingleFrameToPlayer(UnsignedInt playerID, UnsignedInt frame)ConnectionManager
sendTimeOutGameStart(void)ConnectionManager
setFrameGrouping(time_t frameGrouping)ConnectionManager
setLocalAddress(UnsignedInt ip, UnsignedInt port)ConnectionManager
update(Bool isInGame)ConnectionManagervirtual
updateLoadProgress(Int progress)ConnectionManager
updateRunAhead(Int oldRunAhead, Int frameRate, Bool didSelfSlug, Int nextExecutionFrame)ConnectionManager
voteForPlayerDisconnect(Int slot)ConnectionManager
zeroFrames(UnsignedInt startingFrame, UnsignedInt numFrames)ConnectionManager
~ConnectionManager()ConnectionManager