RakServer Class Reference

Defines the functions used by a game server. More...

#include <RakServer.h>

Inheritance diagram for RakServer:

RakServerInterface RakPeer RakPeerInterface List of all members.

Public Member Functions

 RakServer ()
 Constructor.
virtual ~RakServer ()
 Destructor.
bool Start (unsigned short AllowedPlayers, unsigned int depreciated, int threadSleepTimer, unsigned short port, const char *forceHostAddress=0)
void InitializeSecurity (const char *privateKeyE, const char *privateKeyN)
void DisableSecurity (void)
void SetPassword (const char *_password)
bool HasPassword (void)
 Returns if non-zero was passed to SetPassword().
void Disconnect (unsigned int blockDuration, unsigned char orderingChannel=0)
bool Send (const char *data, const int length, PacketPriority priority, PacketReliability reliability, char orderingChannel, PlayerID playerId, bool broadcast)
bool Send (RakNet::BitStream *bitStream, PacketPriority priority, PacketReliability reliability, char orderingChannel, PlayerID playerId, bool broadcast)
PacketReceive (void)
void Kick (const PlayerID playerId)
void DeallocatePacket (Packet *packet)
void SetAllowedPlayers (unsigned short AllowedPlayers)
unsigned short GetAllowedPlayers (void) const
unsigned short GetConnectedPlayers (void)
void GetPlayerIPFromID (const PlayerID playerId, char returnValue[22], unsigned short *port)
void PingPlayer (const PlayerID playerId)
int GetAveragePing (const PlayerID playerId)
int GetLastPing (const PlayerID playerId)
int GetLowestPing (const PlayerID playerId)
void StartOccasionalPing (void)
void StopOccasionalPing (void)
 Stop pinging players every so often. Players are pinged by default. In games where you don't care about ping you can call this to save the bandwidthThis will work anytime.
bool IsActive (void) const
 Returns true if the server is currently active.
unsigned int GetSynchronizedRandomInteger (void) const
void StartSynchronizedRandomInteger (void)
 Start or restart the synchronized random integer. This is on by default. Call StopSynchronizedRandomIntegerto stop it keeping the number in synch.
void StopSynchronizedRandomInteger (void)
 Stop the synchronized random integer. Call StartSynchronizedRandomInteger to start it again.
bool GenerateCompressionLayer (unsigned int inputFrequencyTable[256], bool inputLayer)
bool DeleteCompressionLayer (bool inputLayer)
void RegisterAsRemoteProcedureCall (char *uniqueID, void(*functionPointer)(RPCParameters *rpcParms))
void RegisterClassMemberRPC (char *uniqueID, void *functionPointer)
void UnregisterAsRemoteProcedureCall (char *uniqueID)
bool RPC (char *uniqueID, const char *data, unsigned int bitLength, PacketPriority priority, PacketReliability reliability, char orderingChannel, PlayerID playerId, bool broadcast, bool shiftTimestamp, NetworkID networkID, RakNet::BitStream *replyFromTarget)
bool RPC (char *uniqueID, RakNet::BitStream *bitStream, PacketPriority priority, PacketReliability reliability, char orderingChannel, PlayerID playerId, bool broadcast, bool shiftTimestamp, NetworkID networkID, RakNet::BitStream *replyFromTarget)
void SetTrackFrequencyTable (bool b)
bool GetSendFrequencyTable (unsigned int outputFrequencyTable[256])
float GetCompressionRatio (void) const
float GetDecompressionRatio (void) const
void AttachPlugin (PluginInterface *messageHandler)
void DetachPlugin (PluginInterface *messageHandler)
RakNet::BitStreamGetStaticServerData (void)
void SetStaticServerData (const char *data, const int length)
void SetRelayStaticClientData (bool b)
void SendStaticServerDataToClient (const PlayerID playerId)
void SetOfflinePingResponse (const char *data, const unsigned int length)
RakNet::BitStreamGetStaticClientData (const PlayerID playerId)
void SetStaticClientData (const PlayerID playerId, const char *data, const int length)
void ChangeStaticClientData (const PlayerID playerChangedId, PlayerID playerToSendToId)
unsigned int GetNumberOfAddresses (void)
const char * GetLocalIP (unsigned int index)
PlayerID GetInternalID (void) const
void PushBackPacket (Packet *packet, bool pushAtHead)
void SetRouterInterface (RouterInterface *routerInterface)
 

For internal use only.


void RemoveRouterInterface (RouterInterface *routerInterface)
 

For internal use only.


int GetIndexFromPlayerID (const PlayerID playerId)
PlayerID GetPlayerIDFromIndex (int index)
void AddToBanList (const char *IP)
void RemoveFromBanList (const char *IP)
void ClearBanList (void)
 Allows all previously banned IPs to connect.
bool IsBanned (const char *IP)
bool IsActivePlayerID (const PlayerID playerId)
void SetTimeoutTime (RakNetTime timeMS, const PlayerID target)
bool SetMTUSize (int size)
int GetMTUSize (void) const
void AdvertiseSystem (const char *host, unsigned short remotePort, const char *data, int dataLength)
RakNetStatisticsStruct *const GetStatistics (const PlayerID playerId)
void ApplyNetworkSimulator (double maxSendBPS, unsigned short minExtraPing, unsigned short extraPingVariance)
virtual bool IsNetworkSimulatorActive (void)

Private Attributes

unsigned int seed
unsigned int nextSeed
RakNetTime broadcastPingsTime
RakNetTime nextSeedUpdate
bool synchronizedRandomInteger
bool relayStaticClientData

Detailed Description

Defines the functions used by a game server.

This is a user-interface class to act as a game server. All it does is implement some functionality on top of RakPeer. See the individual functions for what the class can do.


Member Function Documentation

void RakServer::AddToBanList const char *  IP  )  [virtual]
 

Bans an IP from connecting. Banned IPs persist between connections. param[in] IP Dotted IP address. Can use * as a wildcard, such as 128.0.0.* will banAll IP addresses starting with 128.0.0

Implements RakServerInterface.

void RakServer::AdvertiseSystem const char *  host,
unsigned short  remotePort,
const char *  data,
int  dataLength
[virtual]
 

Sends a one byte message ID_ADVERTISE_SYSTEM to the remote unconnected system. This will tell the remote system our external IP outside the LAN along with some user data..

Parameters:
[in] host Either a dotted IP address or a domain name
[in] remotePort Which port to connect to on the remote machine.
[in] data to send along with ID_ADVERTISE_SYSTEM
[in] dataLength The length of data

Reimplemented from RakPeer.

void RakServer::ApplyNetworkSimulator double  maxSendBPS,
unsigned short  minExtraPing,
unsigned short  extraPingVariance
[virtual]
 

Adds simulated ping and packet loss to the outgoing data flow. To simulate bi-directional ping and packet loss, you should call this on both the sender and the recipient, with half the total ping and maxSendBPS value on each. You can exclude network simulator code with the _RELEASE define to decrease code size

Parameters:
[in] maxSendBPS Maximum bits per second to send. Packetloss grows linearly. 0 to disable.
[in] minExtraPing The minimum time to delay sends.
[in] extraPingVariance The additional random time to delay sends.

Reimplemented from RakPeer.

void RakServer::AttachPlugin PluginInterface messageHandler  )  [virtual]
 

Attatches a Plugin interface to run code automatically on message receipt in the Receive call

Note:
If plugins have dependencies on each other then the order does matter - for example the router plugin should go first because it might route messages for other plugins
Parameters:
[in] messageHandler Pointer to a message handler to attach

Reimplemented from RakPeer.

void RakServer::ChangeStaticClientData const PlayerID  playerChangedId,
PlayerID  playerToSendToId
[virtual]
 

This function is used to update the information on connected clients when the server effects a change of static client data. Note that a client that gets this new information for himself will update the data for his playerID but not his local data (which is the user's copy) i.e. player 5 would have the data returned by GetStaticClientData(5) changed but his local information returned byGetStaticClientData(UNASSIGNED_PLAYER_ID) would remain the same as it was previously.

Parameters:
[in] playerChangedId The playerId of the player whose data was changed. This is the parameter passed toGetStaticClientData to get a pointer to that player's information.
[in] playerToSendToId The player you want to update with the new information. This will almost always be everybody, in which case you should pass UNASSIGNED_PLAYER_ID.
Precondition:
The server must be active for this to have meaning

Implements RakServerInterface.

void RakServer::DeallocatePacket Packet packet  )  [virtual]
 

Call this to deallocate a packet returned by Receive when you are done handling it.

Parameters:
[in] packet The packet to deallocate.

Reimplemented from RakPeer.

bool RakServer::DeleteCompressionLayer bool  inputLayer  )  [virtual]
 

Delete the output or input layer as specified. This is not necessary to call and is only valuable for freeing memory.

Precondition:
You should only call this when disconnected
Parameters:
[in] inputLayer True to mean the inputLayer, false to mean the output layer
Returns:
false (failure) if connected. Otherwise true (success)

Reimplemented from RakPeer.

void RakServer::DetachPlugin PluginInterface messageHandler  )  [virtual]
 

Detaches a Plugin interface to run code automatically on message receipt

Parameters:
[in] messageHandler Pointer to a message handler to detach

Reimplemented from RakPeer.

void RakServer::DisableSecurity void   )  [virtual]
 

Disables all security.

Precondition:
Must be called while offline

Reimplemented from RakPeer.

void RakServer::Disconnect unsigned int  blockDuration,
unsigned char  orderingChannel = 0
[virtual]
 

Stops the server, stops synchronized data, and resets all internal data. This will drop all players currently connected, howeversince the server is stopped packet reliability is not enforced so the Kick network message may not actuallyarrive. Those players will disconnect due to timeout. If you want to end the server more gracefully, youcan manually Kick each player first. Does nothing if the server is not running to begin with

Parameters:
[in] blockDuration The maximum amount of time to wait for all remaining packets to go out, including the disconnection notification. If you set it to 0 then the disconnection notifications probably won't arrive
[in] orderingChannel If blockDuration > 0, the disconnect packet will be sent on this channel

Reimplemented from RakPeer.

bool RakServer::GenerateCompressionLayer unsigned int  inputFrequencyTable[256],
bool  inputLayer
[virtual]
 

This is an optional function to generate the compression layer based on the input frequency table. If you want to use it you should call this twice - once with inputLayer as true and once as false. The frequency table passed here with inputLayer=true should match the frequency table on the recipient with inputLayer=false. Likewise, the frequency table passed here with inputLayer=false should match the frequency table on the recipient with inputLayer=true. Calling this function when there is an existing layer will overwrite the old layer.

Precondition:
You should only call this when disconnected
Parameters:
[in] inputFrequencyTable A frequency table for your data
[in] inputLayer Is this the input layer?
Returns:
false (failure) if connected. Otherwise true (success)
See also:
Compression.cpp

Reimplemented from RakPeer.

unsigned short RakServer::GetAllowedPlayers void   )  const [virtual]
 

Return how many players are allowed to connect. This value was set either from Start or from SetAllowedPlayers.

Precondition:
The server must be active for this to have meaning
Returns:
The number of allowed players

Implements RakServerInterface.

int RakServer::GetAveragePing const PlayerID  playerId  )  [virtual]
 

Returns the average of all ping times read for the specific player or -1 if none read yet

Parameters:
[in] playerId Which player we are referring to
Returns:
The ping time for this player, or -1

Reimplemented from RakPeer.

float RakServer::GetCompressionRatio void   )  const [virtual]
 

Returns the compression ratio. A low compression ratio is good. Compression is for outgoing data

Returns:
The compression ratio

Reimplemented from RakPeer.

unsigned short RakServer::GetConnectedPlayers void   )  [virtual]
 

Return how many players are currently connected to the server.

Precondition:
The server must be active for this to have meaning
Returns:
The number of connected players.

Implements RakServerInterface.

float RakServer::GetDecompressionRatio void   )  const [virtual]
 

Returns the decompression ratio. A high decompression ratio is good. Decompression is for incoming data

Returns:
The decompression ratio

Reimplemented from RakPeer.

int RakServer::GetIndexFromPlayerID const PlayerID  playerId  )  [virtual]
 

Given a playerID, returns an index from 0 to the maximum number of players allowed - 1.

Parameters:
[in] playerId The PlayerID we are referring to
Returns:
The index of this PlayerID

Reimplemented from RakPeer.

PlayerID RakServer::GetInternalID void   )  const [virtual]
 

Return the unique address identifier that represents you on the the network and is based on your local IP / port.

Note:
Unlike in previous versions, PlayerID is a struct and is not sequential

Reimplemented from RakPeer.

int RakServer::GetLastPing const PlayerID  playerId  )  [virtual]
 

Returns the last ping time read for the specific player or -1 if none read yet

Parameters:
[in] playerId Which player we are referring to
Returns:
The last ping time for this player, or -1

Implements RakServerInterface.

const char * RakServer::GetLocalIP unsigned int  index  )  [virtual]
 

Call this function where 0 <= index < x where x is the value returned by GetNumberOfAddresses() Returns a static string filled with the server IP of the specified index. Strings returned in no particular order. You'll have to check every index see which string you want.

Returns:
0 on invalid input, otherwise an dotted IP

Reimplemented from RakPeer.

int RakServer::GetLowestPing const PlayerID  playerId  )  [virtual]
 

Returns the lowest ping time read or -1 if none read yet

Parameters:
[in] playerId Which player we are referring to
Returns:
The lowest ping time for this player, or -1

Implements RakServerInterface.

int RakServer::GetMTUSize void   )  const [virtual]
 

Returns the current MTU size

Returns:
The current MTU size

Reimplemented from RakPeer.

unsigned int RakServer::GetNumberOfAddresses void   )  [virtual]
 

Internally store the IP address(es) for the server and return how many it has. This can easily be more than one, for example a system on both a LAN and with a net connection. The server does not have to be active for this to work

Reimplemented from RakPeer.

PlayerID RakServer::GetPlayerIDFromIndex int  index  )  [virtual]
 

This function is only useful for looping through all players. Given an index, will return a PlayerID.

Parameters:
[in] index Index should range between 0 and the maximum number of players allowed - 1.

Reimplemented from RakPeer.

void RakServer::GetPlayerIPFromID const PlayerID  playerId,
char  returnValue[22],
unsigned short *  port
[virtual]
 

Returns a static string pointer containing the IP of the specified connected player. Also returns the client port. This changes between calls so be sure to copy what is returned if you need to retain it. Useful for creating and maintaining ban lists.

Precondition:
The server must be active for this to have meaning If the specified id does not represent an active player the results are undefined (most likely returns 0)
Parameters:
[in] playerId Which player we are referring to
[out] returnValue The IP of this player we are referring to
[out] port The port of the player we are referring to.

Implements RakServerInterface.

bool RakServer::GetSendFrequencyTable unsigned int  outputFrequencyTable[256]  )  [virtual]
 

Returns the frequency of outgoing bytes into outputFrequencyTable. This is required to get a frequency table, which is used in GenerateCompressionLayer() The purpose is to save to file as either a master frequency table from a sample game session.

Precondition:
You should only call this when disconnected

Requires that you first enable data frequency tracking by calling SetTrackFrequencyTable(true)

Parameters:
[out] outputFrequencyTable The Frequency Table used in the compression layer
Returns:
false (failure) if connected or if frequency table tracking is not enabled. Otherwise true (success)

Implements RakServerInterface.

RakNet::BitStream * RakServer::GetStaticClientData const PlayerID  playerId  )  [virtual]
 

Returns a pointer to an attached client's static data specified by the playerId. Returns 0 if no such player is connected.

Note:
that you can modify the client data here. Changes won't be reflected on clients unless you force them to update by calling ChangeStaticClientData()
Precondition:
The server must be active for this to have meaning
Parameters:
[in] playerId The ID of the client
Returns:
A bitstream containing the static client data

Implements RakServerInterface.

RakNet::BitStream * RakServer::GetStaticServerData void   )  [virtual]
 

The server internally maintains a data struct that is automatically sent to clients when they connect. This is useful to contain data such as the server name or message of the day. Access that struct with thisfunction.

Note:
If you change any data in the struct remote clients won't reflect this change unless you manually update themDo so by calling SendStaticServerDataToClient(UNASSIGNED_PLAYER_ID)
Returns:
The static server data, stored in a bitstream

Implements RakServerInterface.

RakNetStatisticsStruct *const RakServer::GetStatistics const PlayerID  playerId  )  [virtual]
 

Returns a structure containing a large set of network statistics for the specified system. You can map this data to a string using the C style StatisticsToString() function

Parameters:
[in] playerId,: Which connected system to get statistics for
Returns:
0 on can't find the specified system. A pointer to a set of data otherwise.
See also:
RakNetStatistics.h

Reimplemented from RakPeer.

unsigned int RakServer::GetSynchronizedRandomInteger void   )  const [virtual]
 

Returns a number automatically synchronized between the server and client which randomly changes every 9 seconds. The time it changes is accurate to within a few ms and is best used to seed random number generators that you want to usually return the same output on all systems. Keep in mind thisisn't perfectly accurate as there is always a very small chance the numbers will by out of synch. You should should confine its use to visual effects or functionality that has a backup method to maintain synchronization. If you don't need this functionality and want to save the bandwidth callStopSynchronizedRandomInteger after starting the server

Returns:
A number, which is probably synchronized among all clients and the server.

Implements RakServerInterface.

void RakServer::InitializeSecurity const char *  privateKeyE,
const char *  privateKeyN
[virtual]
 

Must be called while offlineSecures connections though a combination of SHA1, AES128, SYN Cookies, and RSA to preventconnection spoofing, replay attacks, data eavesdropping, packet tampering, and MitM attacks.There is a significant amount of processing and a slight amount of bandwidthoverhead for this feature.If you accept connections, you must call this or else secure connections will not be enabledfor incoming connections. If the private keys are 0, then a new key will be generated when this function is called

See also:
the Encryption sample
Parameters:
[in] privateKeyE A pointer to the public keys from the RSACrypt class.
[in] privateKeyN A pointer to the public keys from the RSACrypt class.

Implements RakServerInterface.

bool RakServer::IsActivePlayerID const PlayerID  playerId  )  [virtual]
 

Returns true if that player ID is currently active

Parameters:
[in] playerId Which playerId we are referring to
Returns:
true or false, as noted

Implements RakServerInterface.

bool RakServer::IsBanned const char *  IP  )  [virtual]
 

Returns true or false indicating if a particular IP is banned.

Parameters:
[in] IP - Dotted IP address.
Returns:
true if IP matches any IPs in the ban list, accounting for any wildcards. false otherwise.

Reimplemented from RakPeer.

bool RakServer::IsNetworkSimulatorActive void   )  [virtual]
 

Returns if you previously called ApplyNetworkSimulator

Returns:
If you previously called ApplyNetworkSimulator

Reimplemented from RakPeer.

void RakServer::Kick const PlayerID  playerId  )  [virtual]
 

Kick out the specified player.

Parameters:
[in] playerId The playerId of the player to kcik.

Implements RakServerInterface.

void RakServer::PingPlayer const PlayerID  playerId  )  [virtual]
 

Send a ping request to the specified player

Parameters:
[in] playerId Which player we are referring to

Implements RakServerInterface.

void RakServer::PushBackPacket Packet packet,
bool  pushAtHead
[virtual]
 

Put a packet back at the end of the receive queue in case you don't want to deal with it immediately.

Parameters:
[in] packet The packet to push
[in] pushAtHead True to push the packet so that the next receive call returns it. False to push it at the end of the queue (obviously pushing it at the end makes the packets out of order)

Reimplemented from RakPeer.

Packet * RakServer::Receive void   )  [virtual]
 

Gets a packet from the incoming packet queue. Use DeallocatePacket() to deallocate the packet after you are done with it. User-thread functions, such as RPC calls and the plugin function PluginInterface::Update occur here.

Returns:
0 if no packets are waiting to be handled, otherwise a pointer to a packet.

Reimplemented from RakPeer.

void RakServer::RemoveFromBanList const char *  IP  )  [virtual]
 

Allows a previously banned IP to connect. param[in] Dotted IP address. Can use * as a wildcard, such as 128.0.0.* will banAll IP addresses starting with 128.0.0

Reimplemented from RakPeer.

bool RakServer::Send RakNet::BitStream bitStream,
PacketPriority  priority,
PacketReliability  reliability,
char  orderingChannel,
PlayerID  playerId,
bool  broadcast
[virtual]
 

/pre The server must be active. Send the data stream of length length to whichever playerId you specify.

Parameters:
[in] bitStream The bitstream to send.
[in] priority See PacketPriority
[in] reliability See PacketReliabilty
[in] orderingChannel The ordering channel to use, from 0 to 31. Ordered or sequenced packets sent on the channel arrive ordered or sequence in relation to each other. See the manual for more details on this.
[in] playerId Who to send to. Specify UNASSIGNED_PLAYER_ID to designate all connected systems.
[in] broadcast Whether to send to everyone or not. If true, then the meaning of playerId changes to mean who NOT to send to.
Returns:
Returns false on failure, true on success

Reimplemented from RakPeer.

bool RakServer::Send const char *  data,
const int  length,
PacketPriority  priority,
PacketReliability  reliability,
char  orderingChannel,
PlayerID  playerId,
bool  broadcast
[virtual]
 

/pre The server must be active. Send the data stream of length length to whichever playerId you specify.

Parameters:
[in] data The data to send
[in] length The length, in bytes, of data
[in] priority See PacketPriority
[in] reliability See PacketReliabilty
[in] orderingChannel The ordering channel to use, from 0 to 31. Ordered or sequenced packets sent on the channel arrive ordered or sequence in relation to each other. See the manual for more details on this.
[in] playerId Who to send to. Specify UNASSIGNED_PLAYER_ID to designate all connected systems.
[in] broadcast Whether to send to everyone or not. If true, then the meaning of playerId changes to mean who NOT to send to.
Returns:
Returns false on failure, true on success

Reimplemented from RakPeer.

void RakServer::SendStaticServerDataToClient const PlayerID  playerId  )  [virtual]
 

Send the static server data to the specified player. Pass UNASSIGNED_PLAYER_ID to broadcast to all players. The only time you need to call this function is to update clients that are already connected when you change the static server data by calling GetStaticServerData() and directly modifying the object pointed to. Obviously if theconnected clients don't need to know the new data you don't need to update them, so it's up to you.

Precondition:
The server must be active for this to have meaning
Parameters:
[in] playerId The playerId we are referring to

Implements RakServerInterface.

void RakServer::SetAllowedPlayers unsigned short  AllowedPlayers  )  [virtual]
 

Set how many players are allowed on the server. If more players are currently connected then are allowed then no more players will be allowed to join until the number of players is less than the number of allowed players.

Precondition:
The server must be active for this to have meaning
Parameters:
[in] AllowedPlayers The number of players to allow

Implements RakServerInterface.

bool RakServer::SetMTUSize int  size  )  [virtual]
 

Set the MTU per datagram. It's important to set this correctly - otherwise packets will be needlessly split, decreasing performance and throughput. Maximum allowed size is MAXIMUM_MTU_SIZE. Too high of a value will cause packets not to arrive at worst and be fragmented at best. Too low of a value will split packets unnecessarily. sa MTUSize.h

Precondition:
Can only be called when not connected.
Returns:
false on failure (we are connected), else true

Reimplemented from RakPeer.

void RakServer::SetOfflinePingResponse const char *  data,
const unsigned int  length
[virtual]
 

Sets the data to send along with a LAN server discovery or offline ping reply. length should be under 400 bytes, as a security measure against flood attacks

Parameters:
[in] data a block of data to store, or 0 for none
[in] length The length of data in bytes, or 0 for none
See also:
Ping.cpp

Reimplemented from RakPeer.

void RakServer::SetPassword const char *  _password  )  [virtual]
 

Set the password clients have to use to connect to this server. The password persists between connections. Pass 0 for no password. You can call this anytime

Parameters:
[in] _password The password string, or 0 for none.

Implements RakServerInterface.

void RakServer::SetRelayStaticClientData bool  b  )  [virtual]
 

This sets to true or false whether we want to support relaying of static client data to other connected clients. If set to false it saves some bandwdith, however other clients won't know the static client data and attempting to read that data will return garbage. Default is false. This only works for up to 32 players. Games supporting more than 32 players will have this shut off automatically upon server start and must have it forced back on with this function if you do indeed want it.

Precondition:
This should be called after the server is started in case you want to override when it shuts off at 32 players
Parameters:
[in] b true or false, as you wish to set the function

Implements RakServerInterface.

void RakServer::SetStaticClientData const PlayerID  playerId,
const char *  data,
const int  length
[virtual]
 

Set the stait client data for a particular player

Parameters:
[in] playerId The ID of the client
[in] data a block of data to store, or 0 for none
[in] length The length of data in bytes, or 0 for none

Implements RakServerInterface.

void RakServer::SetStaticServerData const char *  data,
const int  length
[virtual]
 

The server internally maintains a data struct that is automatically sent to clients when they connect. This function will set that data.

Parameters:
[in] data The data to use as the static server data
[in] length The length, in bytes, of data

Implements RakServerInterface.

void RakServer::SetTimeoutTime RakNetTime  timeMS,
const PlayerID  target
[virtual]
 

Set the time, in MS, to use before considering ourselves disconnected after not being able to deliver a reliable packet Default time is 10,000 or 10 seconds in release and 30,000 or 30 seconds in debug.

Parameters:
[in] timeMS Time, in MS
[in] target Which system to do this for

Reimplemented from RakPeer.

void RakServer::SetTrackFrequencyTable bool  b  )  [virtual]
 

Enables or disables frequency table tracking. This is required to get a frequency table, which is used in GenerateCompressionLayer() This value persists between connect calls and defaults to false (no frequency tracking)

Precondition:
You can call this at any time - however you SHOULD only call it when disconnected. Otherwise you will only trackpart of the values sent over the network.
Parameters:
[in] b True to enable tracking

Implements RakServerInterface.

bool RakServer::Start unsigned short  AllowedPlayers,
unsigned int  depreciated,
int  threadSleepTimer,
unsigned short  port,
const char *  forceHostAddress = 0
[virtual]
 

Call this to initiate the server with the number of players you want to be allowed connected at once

Parameters:
[in] AllowedPlayers Current maximum number of allowed players is 65535
[in] depreciated is for legacy purposes and is unused
[in] threadSleepTimer How many ms to Sleep each internal update cycle (30 to give the game priority, 0 for regular (recommended), -1 to not Sleep() (may be slower))
[in] port is the port you want the server to read and write onMake sure this port is open for UDP
[in] forceHostAddress Can force RakNet to use a particular IP to host on. Pass 0 to automatically pick an IP
Returns:
true on successful initiation, false otherwise

Implements RakServerInterface.

void RakServer::StartOccasionalPing void   )  [virtual]
 

Ping all players every so often. This is on by default. In games where you don't care about ping you can callStopOccasionalPing to save the bandwidth. This can be called anytime.

Implements RakServerInterface.


The documentation for this class was generated from the following files:
Generated on Sat Oct 14 08:37:39 2006 for RakNet by  doxygen 1.4.6-NO