OpenClonk
C4GameControlNetwork Member List

This is the complete list of members for C4GameControlNetwork, including all inherited members.

AddClient(int32_t iClientID, const char *szName)C4GameControlNetworkprotected
AddClient(C4GameControlClient *pClient)C4GameControlNetworkprotected
AddCtrl(C4GameControlPacket *pCtrl)C4GameControlNetworkprotected
AddSyncCtrlToQueue(const C4Control &Ctrl, int32_t iTick)C4GameControlNetworkprotected
C4GameControlNetwork(class C4GameControl *pParent)C4GameControlNetwork
CalcPerformance(int32_t iCtrlTick)C4GameControlNetwork
CheckCompleteCtrl(bool fSetEvent)C4GameControlNetworkprotected
Clear()C4GameControlNetwork
ClearClients()C4GameControlNetworkprotected
ClearCtrl(int32_t iBeforeTick=-1)C4GameControlNetworkprotected
ClientNextControl(int32_t iClientID)C4GameControlNetwork
ClientPerfStat(int32_t iClientID)C4GameControlNetwork
ClientReady(int32_t iClientID, int32_t iTick)C4GameControlNetwork
ClientsCSecC4GameControlNetworkprotected
CopyClientList(const C4ClientList &rClients)C4GameControlNetwork
CtrlCSecC4GameControlNetworkprotected
CtrlNeeded(int32_t iTick) constC4GameControlNetwork
CtrlOverflow(int32_t iTick) constC4GameControlNetworkinline
CtrlReady(int32_t iTick)C4GameControlNetwork
DecideControlDelivery() constC4GameControlNetwork
DoInput(const C4Control &Input)C4GameControlNetwork
DoInput(C4PacketType eCtrlType, C4ControlPacket *pPkt, enum C4ControlDeliveryType eType)C4GameControlNetwork
eModeC4GameControlNetworkprotected
ExecQueuedSyncCtrl()C4GameControlNetworkprotected
ExecSyncControl()C4GameControlNetwork
ExecSyncControl(int32_t iControlTick)C4GameControlNetwork
Execute()C4GameControlNetwork
fActivatedC4GameControlNetworkprotected
fEnabledC4GameControlNetworkprotected
fHostC4GameControlNetworkprotected
fRunningC4GameControlNetworkprotected
getAvgControlSendTime() constC4GameControlNetworkinline
GetBehind(int32_t iTick) constC4GameControlNetworkinline
getClient(int32_t iID)C4GameControlNetworkprotected
GetControl(C4Control *pCtrl, int32_t iTick)C4GameControlNetwork
getControlPreSend() constC4GameControlNetworkinline
getCtrl(int32_t iClientID, int32_t iCtrlTick)C4GameControlNetworkprotected
GetCtrlMode() constC4GameControlNetworkinline
HandleControl(int32_t iByClientID, const C4GameControlPacket &rPkt)C4GameControlNetworkprotected
HandleControlPkt(C4PacketType eCtrlType, C4ControlPacket *pPkt, enum C4ControlDeliveryType eType)C4GameControlNetworkprotected
HandleControlReq(const C4PacketControlReq &rPkt, C4Network2IOConnection *pConn)C4GameControlNetworkprotected
HandlePacket(char cStatus, const C4PacketBase *pPacket, C4Network2IOConnection *pConn)C4GameControlNetwork
iAvgControlSendTimeC4GameControlNetworkprotected
iClientIDC4GameControlNetworkprotected
iControlPreSendC4GameControlNetworkprotected
iControlReadyC4GameControlNetworkprotected
iControlSentC4GameControlNetworkprotected
Init(int32_t iClientID, bool fHost, int32_t iStartTick, bool fActivated, C4Network2 *pNetwork)C4GameControlNetwork
IsActivated() constC4GameControlNetworkinline
IsEnabled() constC4GameControlNetworkinline
IsRunning() constC4GameControlNetworkinline
iTargetFPSC4GameControlNetworkprotected
iTargetTickC4GameControlNetworkprotected
OnResComplete(C4Network2Res *pRes)C4GameControlNetwork
PackCompleteCtrl(int32_t iTick)C4GameControlNetworkprotected
pClientsC4GameControlNetworkprotected
pCtrlStackC4GameControlNetworkprotected
pNetworkC4GameControlNetworkprotected
pParentC4GameControlNetworkprotected
pSyncCtrlQueueC4GameControlNetworkprotected
RemoveClient(int32_t iClientID)C4GameControlNetworkprotected
RemoveClient(C4GameControlClient *pClient)C4GameControlNetworkprotected
SetActivated(bool fnActivated)C4GameControlNetwork
setControlPreSend(int32_t iToVal)C4GameControlNetworkinline
SetCtrlMode(C4GameControlNetworkMode enMode)C4GameControlNetwork
SetRunning(bool fnRunning, int32_t inTargetTick=-1)C4GameControlNetwork
setTargetFPS(int32_t iToVal)C4GameControlNetworkinline
SyncControlC4GameControlNetworkprotected
tNextControlRequestC4GameControlNetworkprotected
tWaitStartC4GameControlNetworkprotected
~C4GameControlNetwork()C4GameControlNetwork