Difference between revisions of "Server"
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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]]. | ||
Revision as of 13:42, 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