AutoPatcher | Autopatcher Subsystem |
BasicDataStructures::AVLBalancedBinarySearchTree< BinarySearchTreeType > | An AVLBalancedBinarySearchTree is a binary tree that is always balanced |
BasicDataStructures::BinarySearchTree< BinarySearchTreeType > | A binary search tree and an AVL balanced binary search tree |
RakNet::BitStream | |
CheckSum | Generates and validates checksums |
BasicDataStructures::CircularLinkedList< CircularLinkedListType > | (Circular) Linked List ADT (Doubly Linked Pointer to Node Style) - |
CommandParserInterface | The interface used by command parsers |
ConsoleServer | The main entry point for the server portion of your remote console application support. ConsoleServer takes one TransportInterface and one or more CommandParserInterface (s) The TransportInterface will be used to send data between the server and the client. The connecting client must support the protocol used by your derivation of TransportInterface . TelnetTransport and RakNetTransport are two such derivations . When a command is sent by a remote console, it will be processed by your implementations of CommandParserInterface |
DataBlockEncryptor | Encrypts and decrypts data blocks |
DownloadableFileDescriptor | File information |
FCM_RemotePeer | Stores data for each peer in the mesh |
FullyConnectedMesh | Fully connected mesh plugin. This will connect RakPeer to all connecting peers, and all peers the connecting peer knows about |
HuffmanEncodingTree | This generates special cases of the huffman encoding tree using 8 bit keys with the additional condition that unused combinations of 8 bits are treated as a frequency of 1 |
HuffmanEncodingTree::CharacterEncoding | Used to hold bit encoding for one character |
HuffmanEncodingTreeFactory | Creates instances of the class HuffmanEncodingTree |
InternalPacket | Holds a user message, and related information |
InternalPacketPool | |
BasicDataStructures::List< list_type > | Array based implementation of a list |
LogCommandParser | Adds the ability to send logging output to a remote console |
LogCommandParser::PlayerIDAndChannel | One of these structures is created per player |
Multiplayer< InterfaceType > | Maps packet IDs to functions |
NetworkIDGenerator | Unique shared ids for each object instance |
BasicDataStructures::OrderedList< data_type, key_type > | The ordered list class is a list which keeps its elements in order |
Packet | This represents a user message from another system |
PacketLogger | This will write all incoming and outgoing messages to the console window, or to a file if you override it and give it this functionality |
PlayerID | Unique identifier for a system. Corresponds to a network address |
PluginInterface | PluginInterface provides a mechanism to add functionality in a modular way |
BasicDataStructures::Queue< queue_type > | A queue implemented as an array with a read and write index |
BasicDataStructures::QueueLinkedList< QueueType > | A queue implemented using a linked list. Rarely used |
RakClient | Defines the functions used by a game client |
RakClientInterface | Defines the functions used by a game client |
RakNetCommandParser | This allows a console client to call most of the functions in RakPeer |
RakNetStatisticsStruct | Network Statisics Usage |
RakNetTransport | Use RakNetTransport if you need a secure connection between the client and the console server. RakNetTransport automatically initializes security for the system. Use the project CommandConsoleClient to connect To the ConsoleServer if you use RakNetTransport |
RakNetTransportCommandParser | RakNetTransport has its own command parser to enable remote users to change the command console's password |
RakPeer | Defines the functions used by a game server |
RakPeer::MemoryBlock | Automatic Variable Synchronization Mechanism automatic variable synchronization takes a primary and secondary identifier The unique primary identifier is the index into the automaticVariableSynchronizationList The unique secondary identifier (UNASSIGNED_OBJECT_ID for none) is in an unsorted list of memory blocks |
RakPeerInterface | Defines the functions used by a game server |
RakServer | Defines the functions used by a game server |
RakServerInterface | Defines the functions used by a game server |
RakVoice | RakVoice voice communication library |
RakVoiceFactory | Create an instance of RakVoice |
RakVoiceInterface | Define the user interface of the RakVoice module |
ReliabilityLayer | Datagram reliable, ordered, unordered and sequenced sends. Flow control. Message splitting, reassembly, and coalescence |
RemoteClient | Stores information about a remote client. In this case, only the socket used by that client |
Replica | The interface to derive your game's networked classes from |
ReplicaManager | A management system for your game objects and players to make serialization, scoping, and object creation and destruction easier |
RPCParameters | All RPC functions have the same parameter list - this structure |
SimpleMutex | An easy to use mutex |
BasicDataStructures::SingleProducerConsumer< SingleProducerConsumerType > | A single producer consumer implementation without critical sections |
StringCompressor | Writes and reads strings to and from bitstreams |
StringTable | Writes a string index, instead of the whole string |
StringTable::StrAndBool | The string plus a bool telling us if this string was copied or not |
TelnetTransport | Use TelnetTransport to easily allow windows telnet to connect to your ConsoleServer To run Windows telnet, go to your start menu, click run, and in the edit box type "telnet <IP>" where <IP> is the ip address of your ConsoleServer (most likely the same IP as your game). This implementation always echos commands |
TransportInterface | Defines an interface that is used to send and receive null-terminated strings. In practice this is only used by the CommandParser system for for servers |