Drag[en]gine Game Engine  1.0
deNetworkSystem Member List

This is the complete list of members for deNetworkSystem, including all inherited members.

CanStart()deBaseSystemvirtual
CheckAndActivateFirst(deModuleSystem::eModuleTypes type)deBaseSystem
ClearPermanents()deNetworkSystemvirtual
deBaseSystem(deEngine *engine, const char *systemName, int requiredModuleType)deBaseSystem
deNetworkSystem(deEngine *engine)deNetworkSystem
GetActiveLoadableModule() constdeBaseSysteminline
GetActiveModule() constdeNetworkSysteminline
GetEngine() constdeBaseSysteminline
GetHasFailed() constdeBaseSysteminline
GetIsRunning() constdeBaseSysteminline
GetSystemName() constdeBaseSysteminline
LoadConnection(deConnection *connection)deNetworkSystem
LoadServer(deServer *server)deNetworkSystem
LoadState(deNetworkState *state)deNetworkSystem
LoadWorld(deWorld *world)deNetworkSystem
LogError(const char *message)deBaseSystem
LogErrorFormat(const char *message,...)deBaseSystem
LogErrorFormatUsing(const char *message, va_list args)deBaseSystem
LogException(const deException &exception)deBaseSystem
LogInfo(const char *message)deBaseSystem
LogInfoFormat(const char *message,...)deBaseSystem
LogInfoFormatUsing(const char *message, va_list args)deBaseSystem
LogWarn(const char *message)deBaseSystem
LogWarnFormat(const char *message,...)deBaseSystem
LogWarnFormatUsing(const char *message, va_list args)deBaseSystem
PostStart()deNetworkSystemvirtual
PreStop()deNetworkSystemvirtual
ProcessNetwork()deNetworkSystem
SetActiveModule(deLoadableModule *module)deNetworkSystemvirtual
SetHasFailed(bool hasFailed)deBaseSystem
Start()deBaseSystemvirtual
Stop()deBaseSystemvirtual
~deBaseSystem()deBaseSystemvirtual
~deNetworkSystem()deNetworkSystem