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The main class for game servers. Binds together all the server-side parts of the engine.

Hierarchy

  • ServerEngine

Implements

Index

Constructors

constructor

Properties

Private classRegistry

classRegistry: ClassRegistry<Serializable> = ...

currentFrame

currentFrame: SimulationFrameData = ...

Private frameUpdateSenders

frameUpdateSenders: Map<PlayerId, FrameUpdateSender> = ...

Private inputHandler

inputHandler: ServerInputHandler = ...

Private networkServer

networkServer: NetworkServer = ...

onPlayerConnected

onPlayerConnected: BaseEvent<PlayerId> = ...

options

Private playerInfos

playerInfos: Map<PlayerId, PlayerInfo> = ...

Private presentTimeToSimulationTimeDeltaS

presentTimeToSimulationTimeDeltaS: number = 0

Private simulationEngine

simulationEngine: SimulationEngine = ...

Static defaultOptions

defaultOptions: ServerEngineOptions = ...

Methods

addSystem

  • addSystem(system: System): void

getGameSimPeriodS

  • getGameSimPeriodS(): number

getSimulationTimeS

  • getSimulationTimeS(): number
  • A continuous time that represents how far along the simulation should be. Not quantised to the frame timestamps, see frame time for that value.

    Returns number

listen

registerComponentType

  • registerComponentType<T>(componentType: new () => T, componentTypeName: string): void

registerContinuousInputType

  • registerContinuousInputType<T>(inputType: new () => T, inputTypeName: string): void

removeSystem

  • removeSystem(system: System): void

start

  • start(): void

Private updateLoop

  • updateLoop(): void

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