Package gecco.communication.messages

Interface Summary
MessageType An interface containing constants that will be sent before a message is sent, to tell what type of message is coming.
 

Class Summary
AbortActionMessage This class is put in the send queue, on the clients side of the communication, when the client calls abortAction()
AbortAllClientActionsMessage AbortAllClientActionsMessage.java Created: Thu Nov 28 21:26:39 2002
AbortGameMessage This message is put in the send queue in the client part of the communication, when the client calls abortGame()
AcceptConnectionMessage This message is sent to the client when it is accepted by the server.
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
AvailableRolesMessage This is a list of the currently available roles.
CoffeeBreakMessage CoffeeBreakMessage.java Created: Thu Apr 03 11:25:55 2003
DisconnectMessage This message is sent by a client when it wishes to leave the game.
GameOverMessage GameOverMessage.java Created: Mon Mar 31 14:24:09 2003
GetAvailableRolesMessage This message is sent by the client when it wants to know what roles are available.
GetMapMessage This message is sent by the client to request the map.
InvalidMessage This message is returned by Message.read() when the message id did not match any existing message.
JoinAsRoleMessage This message is sent by the client to tell the server what role it wants to play.
MapMessage This message contains the map and the icons.
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
Message This is the superclass to all messages.
MessageQueue A simple queue for messages to be sent, used both in the server and client part of the communication packages.
PingMessage This message is sent by the server to make sure that the client is connected and working properly.
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
RejectConnectionMessage This message is sent to the client when the server refuses to accept a connection.
StartGameMessage This message is put in the send queue on the client part of the communication, when the client calls startGame
TimeUpdateMessage This message is put in the send queue on the server part of the communication when the clients are sent a time update.
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
UnitPropertyUpdateMessage This message is put in the send queue on the server part of the communication when a unit property is updated.
UnitVisibleMessage This message is put in the send queue on the server part of the communication, when the server calls unitVisible