Classes | |
class | AddPlayer |
This messages is send from the client to reserve a player slot. More... | |
class | AddPlayerFailed |
This message is sent from the server when the AddPlayer request failed. More... | |
class | ClockCorrect |
Obsolete protocol message. More... | |
class | Command |
Creates a Quantum command. More... | |
class | Disconnect |
Is sent from the server to gracefully disconnect a client. More... | |
class | FrameSnapshot |
The client sends a snapshot of the game state to the server. The message is send multiple times if the snapshot is too large. More... | |
class | FrameSnapshotRequest |
The server request a frame snapshot from the client. More... | |
class | GameResult |
The client sends this message to report the game result. More... | |
class | Message |
The base class for Quantum network messages. More... | |
class | RemovePlayer |
The client requests to remove a player from the simulation. More... | |
class | RemovePlayerFailed |
The server reponds to RemovePlayer with this message if the player could not be removed. More... | |
class | RttUpdate |
This message is sent frequently from the client to the server to synchronize the distributed systems. More... | |
class | Serializer |
The Quantum online protocol serializer. More... | |
class | SimulationStart |
The server sends the start signal. More... | |
class | SimulationStop |
The simulation stopped message. Is not used yet. More... | |
class | StartRequest |
The client request to start a online simulation session. More... | |
class | TickChecksum |
This message contains the client game state checksum for a specific tick. More... | |
class | TickChecksumError |
The message is sent from the server to the client when a checksum error is detected. More... | |
class | TickChecksumErrorFrameDump |
The message is sent from the client to the server to distribute the game state to compare on other clients. More... | |