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