_JitterBufferPacket | |
LobbyDBSpec::AddAccountNote_Data | Adds an entry to the accountNotes table for an existing user |
LobbyDBSpec::AddFriend_Data | Adds a userId / friendId to the friends table |
TitleValidationDBSpec::AddTitle_Data | Adds a title to the database of titles. This can be used to look up titleIds given a title password |
LobbyDBSpec::AddToIgnoreList_Data | Adds to the ignoreList table for a particular userId / userHandle |
AutopatcherPostgreRepository | |
AutopatcherRepositoryInterface | An interface used by AutopatcherServer to get the data necessary to run an autopatcher. This is up to you to implement for custom repository solutions |
RakNet::AutoRPC | |
DataStructures::AVLBalancedBinarySearchTree< BinarySearchTreeType > | An AVLBalancedBinarySearchTree is a binary tree that is always balanced |
DataStructures::BinarySearchTree< BinarySearchTreeType > | A binary search tree and an AVL balanced binary search tree |
RakNet::BitStream | |
DataStructures::BPlusTree< KeyType, DataType, order > | |
CheckSum | Generates and validates checksums |
DataStructures::CircularLinkedList< CircularLinkedListType > | (Circular) Linked List ADT (Doubly Linked Pointer to Node Style) - |
CommandParserInterface | The interface used by command parsers |
RakNet::Connection_RM2 | This class represents a connection between two instances of ReplicaManager2 Represents a connection. Allocated by user supplied factory interface Connection_RM2Factory Implicitly created as needed Generally you will want to implement at a minimum the Construct() function, used as a factory function to create your game objects |
RakNet::Connection_RM2Factory | Implement this factory class to return instances of your Connection_RM2 derived object. This is used as a class factory and exposes functionality related to the connection and the system |
ConnectionGraph | A connection graph. Each peer will know about all other peers |
ConnectionGraph::SystemAddressAndGroupId | A node in the connection graph |
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 |
LobbyDBSpec::CreateUser_Data | Adds a user to the users table |
DatabaseCellUpdate | The value to write to a cell in a remote database |
DataBlockEncryptor | Encrypts and decrypts data blocks |
DataCompressor | Does compression on a block of data. Not very good compression, but it's small and fast so is something you can compute at runtime |
DecState | |
LobbyDBSpec::DeleteEmail_Data | Deletes an email from either the incomingEmails or sentEmails table |
DirectoryDeltaTransfer | Simple class to send changes between directories. In essence, a simple autopatcher that can be used for transmitting levels, skins, etc |
drft_lookup | |
EmailSender | Rudimentary class to send email from code |
EncState | |
FileListTransfer | A plugin to provide a simple way to compress and incrementally send the files in the FileList structure. Similar to the DirectoryDeltaTransfer plugin, except that it doesn't send deltas based on pre-existing files or actually write the files to disk |
FileListTransferCBInterface | Used by FileListTransfer plugin as a callback for when we get a file. You get the last file when fileIndex==setCount |
FullyConnectedMesh | |
RakNet::FunctionThread | |
RakNet::Functor | |
LobbyDBSpec::GetAccountNotes_Data | Gets all account notes for an existing user |
LobbyDBSpec::GetEmails_Data | Gets all emails in the emails table for a particular user |
LobbyDBSpec::GetFriends_Data | Gets the friends table for a userId or userHandle |
RankingServerDBSpec::GetHistoryForParticipant_Data | Given a particular player and game, get a match history |
GetHistoryForParticipant_PostgreSQLImpl | Given a particular player and game, get a match history |
LobbyDBSpec::GetIgnoreList_Data | Gets the ignoreList table for a particular userId / userHandle |
RankingServerDBSpec::GetRatingForParticipant_Data | Given a particular player and game, get that player's rating from the database |
GetRatingForParticipant_PostgreSQLImpl | Given a particular player and game, get that player's rating from the database |
RankingServerDBSpec::GetRatingForParticipants_Data | Given a particular game, get ratings for all players |
GetRatingForParticipants_PostgreSQLImpl | Given a particular game, get ratings for all players |
TitleValidationDBSpec::GetTitles_Data | Download all titles added with AddTitle_Data |
RankingServerDBSpec::GetTrustedIPList_Data | |
LobbyDBSpec::GetUser_Data | Get a user from the users table, using userId or userHandle for the lookup |
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 |
HuffmanEncodingTreeFactory | Creates instances of the class HuffmanEncodingTree |
InternalPacket | |
JitterBuffer_ | |
LightweightDatabaseClient | The client interface to the simple database included with RakNet, useful for a server browser or a lobby server |
LightweightDatabaseServer | A simple flat database included with RakNet, useful for a server browser or a lobby server. A flat database interface. Adds the ability to track IPs of row updaters and passwords for table read and write operations, Best used for data in which queries which do not need to be updated in real-time |
DataStructures::List< list_type > | Array based implementation of a list |
RakNet::LobbyClientInterface | The client-side interface to the lobby system The Lobby client implements functionality commonly found in game lobbies. It is the counterpart to the LobbyServer class. This interface is system independent, but for PC functionality see LobbyClientPC For full documentation on the PC version, see LobbyClientPC.h |
RakNet::LobbyClientPC | PC specific client side code to the lobby system Attach class as a plugin to RakNet as usual. Connect to the lobby server (as usual). Then use provided functions for specific functionality |
LobbyDB_PostgreSQL | |
LobbyDBCBInterface | If you want to forward Functor::HandleResult() the output to a callback (which is what it does by default), you can use this |
RakNet::LobbyServer | |
RakNet::LobbyServerPostgreSQL | |
LogCommandParser | Adds the ability to send logging output to a remote console |
LogCommandParser::SystemAddressAndChannel | One of these structures is created per player |
ltp_params | |
DataStructures::Map< key_type, data_type, key_comparison_func > | - Note:
- IMPORTANT! If you use defaultMapKeyComparison then call IMPLEMENT_DEFAULT_COMPARISON or you will get an unresolved external linker error
|
MemoryCompressor | Compress one or more blocks of data |
DataStructures::MemoryPool< MemoryBlockType > | |
MessageFilter | Assigns systems to FilterSets. Each FilterSet limits what kinds of messages are allowed. The MessageFilter plugin is used for security where you limit what systems can send what kind of messages. You implicitly define FilterSets, and add allowed message IDs and RPC calls to these FilterSets. You then add systems to these filters, such that those systems are limited to sending what the filters allows. You can automatically assign systems to a filter. You can automatically kick and possibly ban users that stay in a filter too long, or send the wrong message. Each system is a member of either zero or one filters. Add this plugin before any plugin you wish to filter (most likely just add this plugin before any other) |
RankingServerDBSpec::ModifyTrustedIPList_Data | |
ModifyTrustedIPList_PostgreSQLImpl | Modify the list of IPs allowed to submit matches |
NatPunchthrough | Implements the NAT punch through technique, allowing two systems to connect to each other that are both behind NATs |
NetworkIDManager | |
NetworkIDObject | Unique shared ids for each object instance |
DataStructures::OrderedList< key_type, data_type, default_comparison_function > | - Note:
- IMPORTANT! If you use defaultOrderedListComparison then call IMPLEMENT_DEFAULT_COMPARISON or you will get an unresolved external linker error
|
Packet | This represents a user message from another system |
PacketConsoleLogger | Packetlogger that logs to a remote command console |
PacketFileLogger | Packetlogger that outputs to a file |
PacketLogger | Writes incoming and outgoing messages to the screen. 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 |
DataStructures::Page< KeyType, DataType, order > | |
RankingServerDBSpec::PairedKeyDbId | |
PluginInterface | PluginInterface provides a mechanism to add functionality in a modular way. 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 message passed to it. This is used to transparently add game-independent functional modules, similar to browser plugins |
DataStructures::Queue< queue_type > | A queue implemented as an array with a read and write index |
DataStructures::QueueLinkedList< QueueType > | A queue implemented using a linked list. Rarely used |
RakNetCommandParser | This allows a console client to call most of the functions in RakPeer |
RakNetStatistics | 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 | The main interface for network communications |
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_NETWORK_ID for none) is in an unsorted list of memory blocks |
RakPeerInterface | The main interface for network communications |
RakNet::RakString | String class Has the following improvements over std::string Reference counting: Suitable to store in lists Varidic assignment operator Doesn't cause linker errors |
RankingServer_PostgreSQL | |
RankingServerCBInterface | If you want to forward Functor::HandleResult() the output to a callback (which is what it does by default), you can use this |
ReadyEvent | |
ReceiveConstructionInterface | |
ReceiveDownloadCompleteInterface | |
RefCountedObj | World's simplest class :) |
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 |
LobbyDBSpec::RemoveFriend_Data | Removes a userId / friendId from the friends table |
LobbyDBSpec::RemoveFromIgnoreList_Data | Removes from the ignoreList table for a particular userId / userHandle |
Replica | The interface to derive your game's networked classes from |
RakNet::Replica2 | Base class for game objects that use the ReplicaManager2 system All game objects that want to use the ReplicaManager2 functionality must inherit from Replica2. Generally you will want to implement at a minimum Serialize(), Deserialize(), and SerializeConstruction() |
ReplicaManager | A management system for your game objects and players to make serialization, scoping, and object creation and destruction easier |
RakNet::ReplicaManager2 | A management system for your game objects and players to make serialization, scoping, and object creation and destruction easier |
Router | Used to route messages between peers |
RouterInterface | On failed directed sends, RakNet can call an alternative send function to use |
RPCParameters | |
SBDecState | |
SBEncState | |
SendDownloadCompleteInterface | |
LobbyDBSpec::SendEmail_Data | Adds an email to the emails table. Added once for the user with inbox=false, n times for n recipients with inbox=true |
RakNet::SerializationContext | Contextual information about serialization, passed to some functions in Replica2 |
SimpleMutex | An easy to use mutex |
DataStructures::SingleProducerConsumer< SingleProducerConsumerType > | A single producer consumer implementation without critical sections |
SocketDescriptor | Describes the local socket to use for RakPeer::Startup |
SpeexBits | |
SpeexCallback | |
SpeexEchoState | |
SpeexEchoState_ | |
SpeexHeader | |
SpeexMode | |
SpeexNBMode | |
SpeexPreprocessState_ | |
SpeexSBMode | |
SpeexStereoState | |
SpeexSubmode | |
split_cb_params | |
StrAndBool | The string plus a bool telling us if this string was copied or not |
StringCompressor | Writes and reads strings to and from bitstreams |
RakNet::StringTable | Writes a string index, instead of the whole string |
RankingServerDBSpec::SubmitMatch_Data | |
SubmitMatch_PostgreSQLImpl | |
SystemAddress | Unique identifier for a system. Corresponds to a network address |
DataStructures::Table | Holds a set of columns, a set of rows, and rows times columns cells. The table data structure is useful if you want to store a set of structures and perform queries on those structures This is a relatively simple and fast implementation of the types of tables commonly used in databases See TableSerializer to serialize data members of the table See LightweightDatabaseClient and LightweightDatabaseServer to transmit the table over the network |
DataStructures::Table::Cell | Holds the actual data in the table |
DataStructures::Table::ColumnDescriptor | |
DataStructures::Table::Row | Stores the list of cells for this row, and a special flag used for internal sorting |
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 |
ThreadPool< InputType, OutputType > | |
ThreadsafePacketLogger | Same as PacketLogger, but writes output in the user thread |
TimingBuffer | |
TitleValidation_PostgreSQL | |
TitleValidationDBCBInterface | If you want to forward Functor::HandleResult() the output to a callback (which is what it does by default), you can use this |
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 |
LobbyDBSpec::UpdateEmailStatus_Data | Updates the mark flags on an email |
LobbyDBSpec::UpdateUser_Data | Overwrites an existing user in the users table |
TitleValidationDBSpec::UpdateUserKey_Data | |
VBRState | |