#include <PluginInterface.h>
Inheritance diagram for PluginInterface:
Public Member Functions | |
virtual void | OnAttach (RakPeerInterface *peer) |
virtual void | OnDetach (RakPeerInterface *peer) |
virtual void | OnInitialize (RakPeerInterface *peer) |
virtual void | OnUpdate (RakPeerInterface *peer) |
virtual int | OnReceive (RakPeerInterface *peer, Packet *packet) |
virtual void | OnDisconnect (RakPeerInterface *peer) |
virtual void | OnCloseConnection (RakPeerInterface *peer, PlayerID playerId) |
Called when a connection is dropped because the user called RakPeer::CloseConnection() for a particular player. | |
virtual bool | PropagateToGame (Packet *packet) const |
virtual void | OnDirectSocketSend (const char *data, const unsigned bitsUsed, PlayerID remoteSystemID) |
virtual void | OnDirectSocketReceive (const char *data, const unsigned bitsUsed, PlayerID remoteSystemID) |
virtual void | OnInternalPacket (InternalPacket *internalPacket, unsigned frameNumber, PlayerID remoteSystemID, RakNetTime time, bool isSend) |
MessageHandlers should derive from PluginInterface and be attached to RakPeer using the function AttachPlugin On a user call to Receive, OnReceive is called for every PluginInterface, which can then take action based on the packet passed to it. This is used to transparently add game-independent functional modules, similar to browser plugins
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Called when the interface is attached
Reimplemented in PacketLogger, and ReplicaManager. |
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Called when the interface is detached
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Called on a receive from the socket, per datagram, that does not go through the reliability layer
Reimplemented in PacketLogger. |
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Called on a send to the socket, per datagram, that does not go through the reliability layer
Reimplemented in PacketLogger. |
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Called when RakPeer is shutdown
Reimplemented in FullyConnectedMesh, and ReplicaManager. |
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Called when RakPeer is initialized
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Called on a send or recieve within the reliability layer
Reimplemented in PacketLogger. |
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OnReceive is called for every packet.
Reimplemented in FullyConnectedMesh, and ReplicaManager. |
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OnUpdate is called every time a packet is checked for .
Reimplemented in FullyConnectedMesh, and ReplicaManager. |
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PropagateToGame tells RakPeer if a particular packet should be sent to the game or notIf you create a custom packet ID just for this handler you would not want to propagate it to the game, for example
Reimplemented in FullyConnectedMesh, and ReplicaManager. |