Difference between revisions of "Server"

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(Game state)
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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.
 
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]].
 
Server receives requests in form of [[netpacks]] from clients entered via [[player interface]] and processes it according to [[game mechanics]].
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= [[Game Handler]] =
  
 
= [[Game state]] =
 
= [[Game state]] =

Revision as of 13:41, 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 Handler

Game state

All information about game mechanics is stored in CGameState located in CGameState.h file and objects avaliable from it.

Battle state

Battle is unusual structure, as it is avaliable only during combat. Info about current battle is handled by BattleState class in BattleState.cpp