Difference between revisions of "Server"
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Server receives requests in form of [[netpacks]] from clients entered via [[player interface]] and processes it according to [[game mechanics]]. | Server receives requests in form of [[netpacks]] from clients entered via [[player interface]] and processes it according to [[game mechanics]]. | ||
− | = Game state = | + | = [[Game state]] = |
All information about game mechanics is stored in CGameState located in CGameState.h file and objects avaliable from it: | All information about game mechanics is stored in CGameState located in CGameState.h file and objects avaliable from it: |
Revision as of 12:56, 10 November 2011
The main purpose of server is to maintain the state of game and to inform clients participating in game about changes. Ideally, all the mechanics should be handled by server in order to avoid cheating on client side.
Operation
Information about changes is sent to all clients with netpacks from GameHandler defined in gamehandler.cpp. This way every client receives synchronized information about changes in game state. Server receives requests in form of netpacks from clients entered via player interface and processes it according to game mechanics.
Game state
All information about game mechanics is stored in CGameState located in CGameState.h file and objects avaliable from it:
- Player state handled by CPlayerState class
- Team state - a group of allied allied players who can cooperate in certain ways
- Adventure map state and scenario information stored in map.cpp as well as initial conditions (starting info)
- Campaign state
Battle state
Battle is unusual structure, as it is avaliable during combat. Info about current battle is handled by BattleState class in BattleState.cpp