Package gecco.communication.messages

Class Summary
AbortActionMessage This class is put in the send queue, on the clients side of the communication, when the client calls abortAction()
AbortGameMessage This message is put in the send queue in the client part of the communication, when the client calls abortGame()
ActionBlockedMessage This message is put in the send queue on the server part of the communication, when the server calls unitActionBlocked
ActionCompletedMessage This message is put in the send queue on the server part of the communication, when the server calls actionCompleted
ActionFailedMessage This message is put in the send queue on the server part of the communication, when the server calls actionFailed
ActionMessage This is the superclass for all messages to be sent when the client calls doAction()
ActionOnPositionMessage this message is added to the send queue in the client part of the communication, when the client calls doAction, and the provided Action type is Action.POSITION
ActionOnUnitMessage this message is added to the send queue in the client part of the communication, when the client calls doAction, and the provided Action type is Action.PIECE
ActionOnVoidMessage this message is added to the send queue in the client part of the communication, when the client calls doAction, and the provided Action type is Action.VOID
MapPointInvisibleMessage This message is put in the send queue on the server part of the communication, when the server calls automatonInvisible
MapPointsInvisibleMessage This message is put in the send queue on the server part of the communication, when the server calls automatonsInvisible
MapUpdateMessage This message is put in the send queue on the server part of the communication, when the server calls automatonHasState
MapUpdatesMessage This message is put in the send queue on the server part of the communication, when the server calls automatonsHasState
MessageQueue A simple queue for messages to be sent, used both in the server and client part of the communication packages.
MessageType A class containing constants that will be sent before a message is sent, to tell what type of message is coming.
PingReplyMessage This message is put in the send queue on the client part of the communication, when the DataInputExchangeHandler gets a Ping message from the server
ServerMessage this is the superclass to all messages that can be put in the server's send queues
StartGameMessage This message is put in the send queue on the client part of the communication, when the client calls startGame
UnitDeletedMessage This message is put in the send queue on the server part of the communication, when the server calls unitInvisible
UnitDestroyedMessage This message is put in the send queue on the server part of the communication, when the server calls unitDeleted
UnitMessageMessage This message is put in the send queue on the server part of the communication, when the server calls unitMessage
UnitPositionUpdateMessage This message is put in the send queue on the server part of the communication, when the server calls unitMoved
UnitPropertyChangedMessage This message is put in the send queue on the server part of the communication, when the server calls unitPropertyChanged
UnitVisibleMessage This message is put in the send queue on the server part of the communication, when the server calls unitVisible