All Classes Interface Summary Class Summary Enum Summary Exception Summary Annotation Types Summary
Class |
Description |
AbstractApp |
Your application will start from here.
|
AbstractEntity |
An entity is an element of one game, such as a hero, a dragon, a wall, ...
|
AbstractExtensionHandler |
This class provides you all the necessary APIs for your own logic game
handling.
|
AbstractHeartBeat |
The game loop is the overall flow control for the entire game program.
|
AbstractLogger |
The recording logs of a developer is important for every system.
|
AbstractPlayer |
A player is one of the base elements in your server.
|
AbstractRoom |
|
AbstractSystem<TEntity extends IEntity> |
The base system.
|
ArrayPool |
The object pool mechanism for TArray .
|
BaseConfiguration |
This server needs some basic configuration to start running.
|
BaseGameEntity |
The base game entity class, it aims for creating movable objects.
|
BaseNettyHandler |
Use Netty to handle message.
|
BaseProcessServlet |
|
BaseResponse |
|
BaseServlet |
|
ByteArrayInputStream |
|
ByteArrayInputStreamPool |
|
CCUScanTask |
To retrieve the CCU in period time.
|
CellSpacePartition<E extends BaseGameEntity> |
This class is used to divide a 2D space into a grid of cells each of which
may contain a number of entities.
|
Column |
This annotation is treated as a "Column".
|
Component<T> |
An Entity represents a single object in your world.
|
ComponentIsNotExistedException |
|
ComponentPool |
|
Connection |
A connection is created when the first request from client reach and pass in
your server.
|
ConnectionType |
|
Constants |
All base constants' values for the server are defined here.
|
Context<TEntity extends Entity> |
A context manages the life-cycle of entities and groups.
|
ContextInfo |
The context information
|
DuplicatedComponentException |
|
DuplicatedEntityException |
|
DuplicatedPlayerException |
|
DuplicatedRoomException |
|
DuplicatedUriAndMethodException |
|
ECSHeartBeat |
The ECS system base on heart-beat
|
EmptyRoomScanTask |
To remove the empty room (a room without any players) in period time.
|
EntitiesRelationship |
|
Entity |
This annotation is treated as a "Table".
|
Entity |
An entity is something that exists in your game world.
|
EntityManager |
This class for managing entities.
|
EntityPool |
The object pool mechanism for IEntity .
|
EntityProcess |
This class is used to export game objects with supported annotation to JSON
data (backup) or create game objects from JSON data (restore).
|
ErrorMsg |
All base errors' messages for the server are defined here.
|
EventManager |
Manage all events in the server
|
FSMComponent<T> |
Check out the
FSM
for more details.
|
Geometry |
Some useful 2D geometry functions
|
Geometry.SpanType |
|
GlobalTrafficShapingHandlerCustomize |
This implementation of the GlobalTrafficShapingHandler is for global
traffic shaping, that is to say a global limitation of the bandwidth,
whatever the number of opened channels.
|
HeartBeatApi |
This class provides you a necessary interface for managing heart beats.
|
HeartBeatManager |
The Java ExecutorService is a construct that allows you to pass a task to be
executed by a thread asynchronously.
|
HeartbeatNotFoundException |
|
Http |
|
HttpManagerTask |
The HTTP request and response handlers class
|
IBackup<T> |
This interface is used for backing up and restoring an object.
|
IComponent |
A component can be likened to a C struct.
|
IContext<TEntity extends IEntity> |
A context is used to manage all relative entities and components.
|
IElementPool<Element> |
In an application, you can have resources that are limited or time-consuming
to create a new one.
|
IEntity |
An entity is something that exists in your game world.
|
IEvent<T> |
This function interface provides one method for invoking an event.
|
IEventManager |
Manage all events in the server
|
IExecuteSystem |
Execute systems run once per frame.
|
IExtension |
An entry point class is the first one you start to handle your own logic
in-game.
|
IHeartBeatManager |
The Java ExecutorService is a construct that allows you to pass a task to be
executed by a thread asynchronously.
|
IInitializeSystem |
Initialize systems run once at the start of your program.
|
IManager |
|
IMessageListener |
This interface provides a method for listening all messages of entities
|
INetwork |
A network is one of the most important parts of this server for the main
purpose of communication.
|
InvertedAABBox2D |
|
IPlayerManager |
|
IRender |
This interface provides a method for rending objects to a screen
|
IRenderSystem |
Display simple shapes for debugging.
|
IRoomManager |
|
IServletHandler |
|
ISubscriber |
This function interface provides one method for dispatching the results from
an event.
|
ISystem |
The base system.
|
ITask |
|
ITaskManager |
This class uses Java scheduler (ScheduledFuture ) to manage your
tasks.
|
ITearDownSystem |
Teardown systems run once at the end of your program.
|
LEvent |
This Enum defines all logic events in the main thread.
|
LEventHandler<T> |
This class for handling events and these subscribers.
|
LEventManager |
This class for managing events and these subscribers.
|
LEventProducer |
|
LSubscriber |
An object which creates a mapping between an event type with a subscriber
|
MathUtility |
A collection of utility methods for calculations.
|
Matrix3 |
|
MessageApi |
This class provides you a necessary interface for sending messages from the
server to clients.
|
MessageDispatcher |
This class is used for sending messages between entities
|
MessagePacker |
When sending a message through the Internet, it's necessary to convert one
object data to its corresponding serialize data.
|
MoveableEntity |
A base class defining an entity that moves.
|
MsgPackConverter |
MessagePack is an efficient
binary serialization format.
|
NettyConnection |
|
NettyDatagramHandler |
In this server, a UDP connection is treated as a sub-connection.
|
NettyDatagramInitializer |
This class for initializing a channel.
|
NettyNetwork |
|
NettySocketHandler |
Receive all messages sent from clients.
|
NettySocketInitializer |
This class for initializing a channel.
|
NettyWSHandler |
Receive all messages sent from clients.
|
NettyWSHandShake |
|
NettyWSInitializer |
This class for initializing a channel.
|
NotDefinedSocketConnectionException |
|
NotDefinedSubscribersException |
|
NullElementPoolException |
|
NullPlayerNameException |
|
NullRoomException |
|
ObjectPool |
The object pool mechanism for TObject .
|
Paint |
This class provides some methods for painting objects to a screen
|
Path |
|
Path |
This class is used to define, manage, and traverse a path (defined by a
series of 2D vectors)
|
PingServlet |
|
PlayerApi |
This class provides you a necessary interface for managing players.
|
PlayerManager |
|
RestMethod |
|
RoomApi |
This class provides you a necessary interface for managing rooms.
|
RoomManager |
|
RunningScheduledTaskException |
|
Sanitizer |
This annotation is to standardized data.
|
Server |
This class manages the workflow of the current server.
|
Smoother<T extends java.lang.Number> |
Template class to help calculate the average value of a history of values.
|
SmootherVector<T extends Vector2> |
Template class to help calculate the average value of a history of values.
|
Sock |
|
State<T> |
Check out the State
for more details
|
StringBuilderPool |
The object pool mechanism for StringBuilder .
|
Systems |
Systems provide a convenient way to group systems.
|
TArray |
This is an element object in your server.
|
TaskApi |
This class provides you a necessary interface for managing tasks.
|
TaskManager |
This class uses Java scheduler (ScheduledFuture ) to manage your
tasks.
|
Telegram |
This object is used for communication between entities.
|
TEvent |
This Enum defines all events in your server.
|
TEventHandler<T> |
This class for handling events and these subscribers.
|
TEventManager |
This class for managing events and these subscribers.
|
TEventProducer |
|
TimeOutScanTask |
For a player which is in IDLE mode, that means for a long time without
receiving or sending any data from the server or from a client.
|
TimeUtility |
A collection of utility methods for time.
|
TObject |
This is an element object in your server.
|
Transformation |
Some functions for converting 2D vectors between World and Local space
|
TServlet |
|
TSubscriber |
An object which creates a mapping between an event type with a subscriber.
|
Vector2 |
A 2D Vector.
|
Windows |
|
Windows.DPoint |
|
Windows.PPoint |
|
XMLUtility |
Parse an XML file and convert its content to nodes.
|