The server can start the game

This commit is contained in:
Regalis
2016-09-09 19:49:13 +03:00
parent 4763dac21b
commit 4fbb83e2e7
4 changed files with 235 additions and 60 deletions

View File

@@ -11,27 +11,32 @@ namespace Barotrauma.Networking
{
enum ClientPacketHeader
{
REQUEST_AUTH, //ask the server if a password is needed, if so we'll get nonce for encryption
REQUEST_INIT, //ask the server to give you initialization
UPDATE_LOBBY, //update state in lobby
UPDATE_INGAME, //update state ingame while alive
REQUEST_AUTH, //ask the server if a password is needed, if so we'll get nonce for encryption
REQUEST_INIT, //ask the server to give you initialization
UPDATE_LOBBY, //update state in lobby
UPDATE_INGAME, //update state ingame while alive
RESPONSE_STARTGAME //tell the server whether you're ready to start
}
enum ClientNetObject
{
END_OF_MESSAGE, //self-explanatory
SYNC_IDS, //ids of the last changes the client knows about
CHAT_MESSAGE, //also self-explanatory
VOTE, //you get the idea
SYNC_IDS, //ids of the last changes the client knows about
CHAT_MESSAGE, //also self-explanatory
VOTE, //you get the idea
CHARACTER_INPUT,
ITEM_INTERACTION
}
enum ServerPacketHeader
{
AUTH_RESPONSE, //tell the player if they require a password to log in
AUTH_FAILURE, //the server won't authorize player yet, however connection is still alive
UPDATE_LOBBY, //update state in lobby (votes and chat messages)
UPDATE_INGAME, //update state ingame while alive (character input and chat messages)
AUTH_RESPONSE, //tell the player if they require a password to log in
AUTH_FAILURE, //the server won't authorize player yet, however connection is still alive
UPDATE_LOBBY, //update state in lobby (votes and chat messages)
UPDATE_INGAME, //update state ingame while alive (character input and chat messages)
QUERY_STARTGAME, //ask the clients whether they're ready to start
STARTGAME //start a new round
}
enum ServerNetObject
{