Capycore Engine  0.1.0
A simple and lightweight game engine written in C++ based on the Unity API architecture.
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snapshot.h File Reference
#include <engine/network/network_message.h>
#include <engine/public/gameObject.h>
#include <engine/public/scene.h>
#include <cstdint>
#include <string>
#include <vector>
Include dependency graph for snapshot.h:

Go to the source code of this file.

Namespaces

namespace  snapshot
 Snapshot serialization/deserialization utilities for networked state synchronization.
 

Functions

void snapshot::write_string (std::vector< uint8_t > &out, const std::string &str)
 Writes a length-prefixed string to a binary buffer.
 
bool snapshot::read_string (const std::vector< uint8_t > &data, size_t &offset, std::string &out)
 Reads a length-prefixed string from a binary buffer.
 
void snapshot::write_bytes (std::vector< uint8_t > &out, const void *data, size_t size)
 Writes raw bytes to a binary buffer.
 
bool snapshot::read_bytes (const std::vector< uint8_t > &data, size_t &offset, void *out, size_t size)
 Reads raw bytes from a binary buffer.
 
Message snapshot::create_full_snapshot (const Scene &scene, DefaultMessageTypes messageType)
 Builds a full snapshot message containing all networked GameObjects in a scene.
 
Message snapshot::create_delta_snapshot (const Scene &scene, DefaultMessageTypes messageType)
 Builds a delta snapshot message containing only changed (dirty) networked objects.
 
void snapshot::apply_full_snapshot (Scene &scene, const Message &msg)
 Applies a full snapshot to a scene, creating/updating GameObjects as needed.
 
void snapshot::apply_delta_snapshot (Scene &scene, const Message &msg)
 Applies a delta snapshot to a scene, updating only the listed objects.