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 |