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TNL: Data Structures

# TNL Data Structures

Here are the data structures with brief descriptions:

TNL::Address | Representation of a network address
Zap::AdminMenuUserInterface |
Zap::AdminPasswordEntryUserInterface |
TNL::Assert | Assert functions for validating proper program state
TNL::AsymmetricKey |
Zap::Barrier | The Barrier class represents rectangular barriers that player controlled Ship instances cannot pass through
TNL::BitSet32 | Represents a word of bits
TNL::BitStream | BitStream provides a bit-level stream interface to a data buffer
TNLTest::Building | The Building class is an example of a NetObject that is ScopeAlways
TNL::ByteBuffer |
TNL::Certificate | The Certificate class manages a digitally signed certificate
TNL::ClassChunker< T > | Templatized data chunker class with proper construction and destruction of its elements
Zap::ClientGame |
TNL::ClientPuzzleManager | The ClientPuzzleManager class issues, solves and validates client puzzles for connection authentication
TNL::ClientPuzzleManager::NonceTable | NonceTable manages the list of client nonces for which clients have constructed valid puzzle solutions for the current server nonce
TNL::ClientPuzzleManager::NonceTable::Entry |
Zap::ClientRef |
Zap::Color |
TNL::ConnectionParameters | All data associated with the negotiation of the connection
TNL::ConnectionStringTable | ConnectionStringTable is a helper class to EventConnection for reducing duplicated string data sends
TNL::ConnectionStringTable::Entry | An entry in the EventConnection's string table
TNL::ConnectionStringTable::PacketEntry |
TNL::ConnectionStringTable::PacketList |
Zap::ControlObjectConnection |
Zap::ControlObjectConnection::GamePacketNotify |
Zap::CreditsFX |
Zap::CreditsScroller |
Zap::CreditsScroller::CreditsInfo |
Zap::CreditsScroller::ProjectInfo |
Zap::CreditsUserInterface |
Zap::CTFGameType |
Zap::DamageInfo |
TNL::DataChunker | Implements a chunked data allocater
TNL::DataChunker::DataBlock | DataBlock representation for each page of the DataChunker
Zap::EditorMenuUserInterface |
Zap::EditorUserInterface |
Zap::EditorUserInterface::Team |
Zap::EditorUserInterface::WorldItem |
Zap::EngineeredObject |
TNL::EventConnection | EventConnection is a NetConnection subclass used for sending guaranteed and unguaranteed event packages across a connection
TNL::EventConnection::EventNote | EventNote associates a single event posted to a connection with a sequence number for ordered processing
TNL::EventConnection::EventPacketNotify | EventPacketNotify tracks all the events sent with a single packet
Zap::FlagItem |
TNL::Float< bitCount > | Floating point 0
Zap::ForceField |
Zap::ForceFieldProjector |
TNL::Functor | Base class for FunctorDecl template classes
TNL::FunctorDecl< T > | FunctorDecl template class
TNL::FunctorDecl< void(T::*)()> |
TNL::FunctorDecl< void(T::*)(A)> |
TNL::FunctorDecl< void(T::*)(A, B)> |
TNL::FunctorDecl< void(T::*)(A, B, C)> |
TNL::FunctorDecl< void(T::*)(A, B, C, D)> |
TNL::FunctorDecl< void(T::*)(A, B, C, D, E)> |
TNL::FunctorDecl< void(T::*)(A, B, C, D, E, F)> |
TNL::FunctorDecl< void(T::*)(A, B, C, D, E, F, G)> |
TNL::FunctorDecl< void(T::*)(A, B, C, D, E, F, G, H)> |
TNL::FunctorDecl< void(T::*)(A, B, C, D, E, F, G, H, I)> |
TNL::FunctorDecl< void(T::*)(A, B, C, D, E, F, G, H, I, J)> |
Zap::FXTrail |
Zap::FXTrail::TrailNode |
Zap::Game | Base class for server and client Game subclasses
Zap::Game::DeleteRef |
Zap::GameConnection |
Zap::GameMenuUserInterface |
Zap::GameNetInterface |
Zap::GameNetInterface::BannedHost |
Zap::GameObject |
Zap::GameType |
Zap::GameType::BarrierRec |
Zap::GameType::ItemOfInterest |
Zap::GameType::Team |
Zap::GameUserInterface |
Zap::GameUserInterface::VoiceRecorder |
TNL::GhostConnection | GhostConnection is a subclass of EventConnection that manages the transmission (ghosting) and updating of NetObjects over a connection
TNL::GhostConnection::GhostPacketNotify | Notify structure attached to each packet with information about the ghost updates in the packet
TNL::GhostConnection::GhostRef | GhostRef tracks an update sent in one packet for the ghost of one NetObject
TNL::GhostInfo | Each GhostInfo structure tracks the state of a single NetObject's ghost for a single GhostConnection
Zap::GoalZone |
Zap::GrenadeProjectile |
Zap::GridDatabase |
Zap::GridDatabase::BucketEntry |
gsm_state |
Zap::GSMVoiceDecoder | The GSMVoiceDecoder class implements the HawkVoice GSM codec decompressor
Zap::GSMVoiceEncoder | The GSMVoiceEncoder class implements the HawkVoice GSM codec compressor
Zap::HuntersFlagItem |
Zap::HuntersGameType |
Zap::HuntersGameType::YardSaleWaypoint |
Zap::HuntersNexusObject |
Zap::InstructionsUserInterface |
TNL::Int< bitCount > | Unsigned integer bit-level RPC template wrapper
TNL::IPAddress | Packed representaion of an IPAddress
Zap::Item |
TNL::Journal | The Journal class represents the recordable entry point(s) into program execution
TNL::JournalBlockTypeToken |
TNL::JournalEntryRecord |
TNL::JournalToken |
Zap::LevelLoader |
Zap::LevelMenuUserInterface |
Zap::LoadoutHelper |
TNL::LogConsumer | LogConsumer is the base class for the message logging system in TNL
TNL::LogType |
TNL::LogTypeRef |
Zap::LPC10VoiceDecoder | The LPC10VoiceDecoder class implements the HawkVoice LPC10 codec decompressor
Zap::LPC10VoiceEncoder | The LPC10VoiceEncoder class implements the HawkVoice LPC10 codec compressor
Zap::MainMenuUserInterface |
Zap::MasterServerConnection |
MasterServerInterface | The MasterServerInterface is the RPC interface to the TNL example Master Server
Zap::MenuItem |
Zap::MenuUserInterface |
Zap::Mine |
Zap::Move |
Zap::MoveObject |
Zap::MoveObject::MoveState |
TNL::Mutex | Platform independent Mutual Exclusion implementation
Zap::NameEntryUserInterface |
TNL::NetClassRep | NetClassRep class instances represent each declared NetClass and are used to construct object instances
TNL::NetClassRepInstance< T > | NetClassRepInstance - one of these templates is instantiated for each class that is declared via the IMPLEMENT_* macros below
TNL::NetConnection | TNL network connection base class
TNL::NetConnection::NetRate | Rate management structure used specify the rate at which packets are sent and the maximum size of each packet
TNL::NetConnection::PacketNotify | Structure used to track what was sent in an individual packet for processing upon notification of delivery success or failure
TNL::NetConnectionRep | NetConnectionRep maintians a linked list of valid connection classes
TNL::NetEvent | An event to be sent over the network
TNL::NetInterface | NetInterface class
TNL::NetInterface::DelaySendPacket | Structure used to track packets that are delayed in sending for simulating a high-latency connection
TNL::NetObject | Superclass for ghostable networked objects
TNL::NetObjectRPCEvent | Event class for handling RPC method invocations on NetObjects
TNL::NetType | NetType serves as a base class for all bit-compressed versions of the base types that can be transmitted using TNL's RPC mechanism
TNL::Nonce |
TNL::Object | Base class for all NetObject, NetEvent, NetConnection and NetInterface instances
Zap::OptionsMenuUserInterface |
TNL::PacketStream | PacketStream provides a network interface to the BitStream for easy construction of data packets
Zap::PasswordEntryUserInterface |
Zap::PickupItem |
TNLTest::Player | The Player is an example of an object that can move around and update its position to clients in the system
Zap::PlayerMenuUserInterface |
Zap::Point |
TNL::Point3F | Point3F is used by BitStream for transmitting 3D points and vectors
TNLTest::Position | Position structure used for positions of objects in the test game
Zap::Projectile |
Zap::ProjectileInfo |
Zap::QueryServersUserInterface |
Zap::QueryServersUserInterface::ColumnInfo |
Zap::QueryServersUserInterface::ServerRef |
Zap::RabbitGameType |
TNL::RangedU32< rangeStart, rangeEnd > | Unsigned ranged integer bit-level RPC template wrapper
Zap::Rect |
TNL::RefObjectRef | Base class for Object reference counting
TNL::RefPtr< T > | Reference counted object template pointer class
TNL::RPCEvent | Base class for RPC events
TNL::SafeObjectRef | Base class for Object safe pointers
TNL::SafePtr< T > | Safe object template pointer class
TNL::Semaphore | Platform independent semaphore class
Zap::ServerGame |
Zap::SFXObject |
Zap::SFXProfile |
Zap::Ship |
Zap::ShipWeaponInfo |
TNL::SignedFloat< bitCount > | Floating point -1
TNL::SignedInt< bitCount > | Signed integer bit-level RPC template wrapper
Zap::SoccerBallItem |
Zap::SoccerGameType |
TNL::Socket | The Socket class encapsulates a platform's network socket
TNL::StringData |
TNL::StringPtr |
TNL::StringTableEntry | The StringTableEntry class encapsulates an entry in the network StringTable
TNL::SymmetricCipher | Class for symmetric encryption of data across a connection
TNL::SymmetricCipher::Key |
Zap::Teleporter |
TNLTest::TestConnection | TestConnection is the TNLTest connection class
TNLTest::TestGame | The TestGame class manages a TNLTest client or server instance
TNLTest::TestNetInterface | TestNetInterface - the NetInterface subclass used in TNLTest
Zap::TextEntryUserInterface |
TNL::Thread | Platform independent Thread class
TNL::ThreadQueue | Managing object for a queue of worker threads that pass messages back and forth to the main thread
TNL::ThreadQueue::ThreadQueueThread |
TNL::ThreadStorage | Platform independent per-thread storage class
Zap::Timer |
Zap::Turret |
Zap::UserInterface |
Zap::VChatHelper |
Zap::VChatHelper::VChatNode |
TNL::Vector< T > | A dynamic array template class
TNL::VectorRep | VectorRep is an image of a Vector template object that is used for marshalling and unmarshalling Vectors across RPCs
Zap::VoiceDecoder | The VoiceDecoder class is an abstract base class for the various voice decompression algorithms supported by Zap - initially just the HawkVoice variable bitrate LPC10 codec
Zap::VoiceEncoder | The VoiceEncoder class is an abstract base class for the various voice compression algorithms supported by Zap - initially just the HawkVoice variable bitrate LPC10 codec