The game server cannot communicate directly with a lobby server because that server can be TCP or UDP based, and may also be hosted either locally or on another computer. And so we use a different class to "link" them together – the LobbyServerLink. This class will link a game server with a local lobby server.
More...
|
| | LobbyServerLink (LobbyServer lobbyServer) |
| | Create a new local lobby server link. Expects a local server to work with. More...
|
| |
| virtual void | Start () |
| | Start the lobby server link. Establish a connection, if one is required. More...
|
| |
| virtual void | Stop () |
| | Stopping the server should be delayed in order for it to be thread-safe. More...
|
| |
| virtual void | SendUpdate (GameServer gameServer) |
| | Send an update to the lobby server. Triggered by the game server. More...
|
| |
The game server cannot communicate directly with a lobby server because that server can be TCP or UDP based, and may also be hosted either locally or on another computer. And so we use a different class to "link" them together – the LobbyServerLink. This class will link a game server with a local lobby server.
| TNet.LobbyServerLink.LobbyServerLink |
( |
LobbyServer |
lobbyServer | ) |
|
Create a new local lobby server link. Expects a local server to work with.
| virtual void TNet.LobbyServerLink.SendUpdate |
( |
GameServer |
gameServer | ) |
|
|
virtual |
| virtual void TNet.LobbyServerLink.Start |
( |
| ) |
|
|
virtual |
| virtual void TNet.LobbyServerLink.Stop |
( |
| ) |
|
|
virtual |
Stopping the server should be delayed in order for it to be thread-safe.
| IPEndPoint TNet.LobbyServerLink.mExternal |
|
protected |
| IPEndPoint TNet.LobbyServerLink.mInternal |
|
protected |
| volatile bool TNet.LobbyServerLink.mShutdown = false |
|
protected |
| Thread TNet.LobbyServerLink.mThread |
|
protected |
| virtual bool TNet.LobbyServerLink.isActive |
|
get |
Whether the link is currently active.
The documentation for this class was generated from the following file: