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| using | rnp::ConnectHandler = std::function<HandlerResult(const PacketConnect &, const PacketContext &)> |
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| using | rnp::ConnectAcceptHandler = std::function<HandlerResult(const PacketConnectAccept &, const PacketContext &)> |
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| using | rnp::DisconnectHandler = std::function<HandlerResult(const PacketDisconnect &, const PacketContext &)> |
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| using | rnp::WorldStateHandler = std::function<HandlerResult(const PacketWorldState &, const PacketContext &)> |
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| using | rnp::PingHandler = std::function<HandlerResult(const PacketPingPong &, const PacketContext &)> |
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| using | rnp::PongHandler = std::function<HandlerResult(const PacketPingPong &, const PacketContext &)> |
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| using | rnp::ErrorHandler = std::function<HandlerResult(const PacketError &, const PacketContext &)> |
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| using | rnp::EntityEventHandler = std::function<HandlerResult(const std::vector<EventRecord> &, const PacketContext &)> |
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| using | rnp::AckHandler = std::function<HandlerResult(std::uint32_t sequenceId, const PacketContext &)> |
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| using | rnp::LobbyListRequestHandler = std::function<HandlerResult(const PacketContext &)> |
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| using | rnp::LobbyListResponseHandler |
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| using | rnp::LobbyCreateHandler = std::function<HandlerResult(const PacketLobbyCreate &, const PacketContext &)> |
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| using | rnp::LobbyCreateResponseHandler |
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| using | rnp::LobbyJoinHandler = std::function<HandlerResult(const PacketLobbyJoin &, const PacketContext &)> |
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| using | rnp::LobbyJoinResponseHandler |
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| using | rnp::LobbyLeaveHandler = std::function<HandlerResult(const PacketContext &)> |
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| using | rnp::LobbyUpdateHandler = std::function<HandlerResult(const PacketLobbyUpdate &, const PacketContext &)> |
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| using | rnp::GameStartHandler = std::function<HandlerResult(const PacketGameStart &, const PacketContext &)> |
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| using | rnp::StartGameRequestHandler = std::function<HandlerResult(const PacketStartGameRequest &, const PacketContext &)> |
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Network packet handler for RNP protocol.
Definition in file HandlerPacket.hpp.