Vertices Engine  v1.9.2.92
A Cross Platform game engine developed by Virtex Edge Design.
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VerticesEngine.Net Namespace Reference

Classes

interface  INetworkSessionManager
 
interface  vxINetGameplayScene
 The networked gameplay interface which holds stubs for methods which the networking system will call. More...
 
interface  vxINetworkClientBackend
 Provides an API interface for a common network interface to a specific backend implmenetation (such as SteamWorks API, Android API, Lidgren etc...) More...
 
interface  vxINetworkConfig
 A network config interface which allows per-game customization and configuration of the networking code. More...
 
interface  vxINetworkServerBackend
 Provides an API interface for a common network interface to a specific backend implmenetation (such as SteamWorks API, Android API, Lidgren etc...) More...
 
class  vxNetBuffer
 
class  vxNetBufferTests
 
class  vxNetEntity3DState
 This holds all data needed to update the state of a multiplayer entity. More...
 
class  vxNetEntityState
 This holds all data needed to update the state of a multiplayer entity. More...
 
struct  vxNetPlayerInfo
 This is a base class which holds basic information for a player in the server/client system. More...
 
class  vxNetPlayerManager
 
class  vxNetworkClient
 This holds all events and is a wrapper around the currently running network backend. More...
 
class  vxNetworkManager
 
class  vxNetworkServer
 The network server which is used when a player hosts a game session. More...
 

Enumerations

enum  vxEnumNetworkPlayerRole { Server , Client }
 What is the players role in Networked games. More...
 
enum  vxNetworkBackend { CrossPlatform = 0 , Android = 1 , iOS = 2 , SteamP2P = 3 }
 Which network backend are we using. More...
 
enum  vxNetConnectionStatus {
  None , InitiatedConnect , ReceivedInitiation , RespondedAwaitingApproval ,
  RespondedConnect , Connected , Disconnecting , Disconnected
}
 
enum  vxNetDisconnectedEventReason { ClientDisconected , ServerShutdown , Unknown }
 
enum  vxEnumNetSessionState {
  UNKNOWN , InLobby , LoadingNextLevel , PlayingGame ,
  PostGame
}
 
enum  vxEnumNetworkConnectionStatus { Running , Stopped , TimedOut }
 Connection status for networked games. More...
 
enum  vxNetworkMessageTypes {
  ServerInfo , ServerShutdown , PlayerLobbyStatusRequest , PlayerConnected ,
  SetPlayerAsHost , PlayerMetaData , LevelMetaData , PlayerDisconnected ,
  SessionStateChanged , LevelEvent , UpdatePlayersList , UpdatePlayerLobbyStatus ,
  UpdatePlayerEntityState , ChatMsgRecieved , Other
}
 Generic Message Types that can be sent by the Vertices Engine. More...
 
enum  vxEnumEntityController { LocalPlayer , NetworkedPlayer }
 What is the players role in Networked games. More...
 
enum  vxEnumNetPlayerStatus {
  None , SearchingForServer , InServerLobbyNotReady , InServerLobbyReady ,
  TransitioningToGame , ReadyToPlay , Playing , TransitioningToLobby
}
 

Enumeration Type Documentation

◆ vxEnumEntityController

What is the players role in Networked games.

Enumerator
LocalPlayer 

The player is the server for the game.

NetworkedPlayer 

The player is a client for the game.

◆ vxEnumNetPlayerStatus

Enumerator
None 

The player has no status, and needs to be set before doing anything else.

SearchingForServer 

The player is unconnected and searching for a server.

InServerLobbyNotReady 

The player is in the lobby, but not ready to start the session.

InServerLobbyReady 

The player is in the lobby, and ready to start the session.

TransitioningToGame 

The player is transitioning into the game session. This is usually used to keep track of which players in the session have loaded the level, and which ones are still loading.

ReadyToPlay 

The player is ready to play.

Playing 

The player is playing currently. This can be used for whether to accept new invites or not.

TransitioningToLobby 

The Player is transitioning back to the lobby.

◆ vxEnumNetSessionState

Enumerator
UNKNOWN 

The current server state is unknown and likely invalid. It may be starting up.

InLobby 

We're currently in lobby waiting for the.

LoadingNextLevel 

We're pre-game waiting for players.

PlayingGame 

We're currently playing the game.

PostGame 

We're in a post-game state where scores are shown and the next step can be chosen.

◆ vxEnumNetworkConnectionStatus

Connection status for networked games.

Enumerator
Running 

Currently Connected.

Stopped 

Connection has Stopped.

TimedOut 

The connection has timed out.

◆ vxEnumNetworkPlayerRole

What is the players role in Networked games.

Enumerator
Server 

The player is the server for the game.

Client 

The player is a client for the game.

◆ vxNetDisconnectedEventReason

Enumerator
ClientDisconected 

The client has disconnected.

ServerShutdown 

The server has shutdown.

Unknown 

An unknown disconnect reason.

◆ vxNetworkBackend

Which network backend are we using.

Enumerator
CrossPlatform 

The network backend being used is Cross Platform which is Lidgren.

Android 

We're using the Android subsystem for networking.

iOS 

//TODO

SteamP2P 

This uses the SteamWorks P2P API as the network backend.

◆ vxNetworkMessageTypes

Generic Message Types that can be sent by the Vertices Engine.

Enumerator
ServerInfo 

Sends Server Info back to a client. Usually done during the discovery signal handshake.

ServerShutdown 

The server shutdown.

PlayerLobbyStatusRequest 

A basic status check while waiting in the lobby.

PlayerConnected 

A player has connected to the server.

SetPlayerAsHost 

Updated which player is the 'host' player which acts as the session authority.

PlayerMetaData 

A player's meta data is received such as load outs, stats etc...

LevelMetaData 

A level's meta data to update clients which level will be played.

PlayerDisconnected 

A player has disconnected from the server.

SessionStateChanged 

Updates the status of the session.

LevelEvent 

An Item has been added to the server.

UpdatePlayersList 

Updates the Player list.

UpdatePlayerLobbyStatus 

The update player state.

UpdatePlayerEntityState 

Updates the State of a player. This is fired both during the heart beat as well as when ever a player presses a key, it updates it's state with the server, and the server updates all clients with the new information.

ChatMsgRecieved 

A Chat message is recieved.

Other 

A different type of Network Message that isn't covered by the defaults. You can handle how this is handeled in the vxINetworkMessage inherited class Encoding and Decodings.