|
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 |