Files
Blitz2/include/blitz/protocol/PacketDeclare.h

40 lines
2.0 KiB
C++

#pragma once
namespace blitz {
namespace protocol {
enum class PacketSender {
/** Sent by clients and server */
Both,
/** Sent by clients to the server */
Client,
/** Sent by server to the clients */
Server,
};
/**
* \def DeclareAllPacket
* \brief Avoids repetitive operations on packets
*/
#define DeclareAllPacket() \
DeclarePacket(ChatMessage, Nz::ENetPacketFlag::Reliable, blitz::protocol::PacketSender::Both) \
DeclarePacket(Disconnect, Nz::ENetPacketFlag::Reliable, blitz::protocol::PacketSender::Both) \
DeclarePacket(KeepAlive, Nz::ENetPacketFlag::Reliable, blitz::protocol::PacketSender::Both) \
DeclarePacket(LoggingSuccess, Nz::ENetPacketFlag::Reliable, blitz::protocol::PacketSender::Server) \
DeclarePacket(PlayerDeath, Nz::ENetPacketFlag::Reliable, blitz::protocol::PacketSender::Server) \
DeclarePacket(PlayerJoin, Nz::ENetPacketFlag::Reliable, blitz::protocol::PacketSender::Server) \
DeclarePacket(PlayerLeave, Nz::ENetPacketFlag::Reliable, blitz::protocol::PacketSender::Server) \
DeclarePacket(PlayerList, Nz::ENetPacketFlag::Reliable, blitz::protocol::PacketSender::Server) \
DeclarePacket(PlayerLogin, Nz::ENetPacketFlag::Reliable, blitz::protocol::PacketSender::Client) \
DeclarePacket(PlayerPositionAndRotation, Nz::ENetPacketFlag::Reliable, blitz::protocol::PacketSender::Both) \
DeclarePacket(PlayerShoot, Nz::ENetPacketFlag::Reliable, blitz::protocol::PacketSender::Both) \
DeclarePacket(PlayerStats, Nz::ENetPacketFlag::Reliable, blitz::protocol::PacketSender::Server) \
DeclarePacket(ServerConfig, Nz::ENetPacketFlag::Reliable, blitz::protocol::PacketSender::Server) \
DeclarePacket(ServerTps, Nz::ENetPacketFlag::Reliable, blitz::protocol::PacketSender::Server) \
DeclarePacket(UpdateGameState, Nz::ENetPacketFlag::Reliable, blitz::protocol::PacketSender::Server) \
DeclarePacket(UpdateHealth, Nz::ENetPacketFlag::Reliable, blitz::protocol::PacketSender::Client)
} // namespace protocol
} // namespace blitz