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# RakNet Class List

Here are the classes, structs, unions and interfaces with brief descriptions:

AutopatcherRepositoryInterface | An interface used by AutopatcherServer to get the data necessary to run an autopatcher. This is up to you to implement for custom repository solutions
DataStructures::AVLBalancedBinarySearchTree< BinarySearchTreeType > | An AVLBalancedBinarySearchTree is a binary tree that is always balanced
DataStructures::BinarySearchTree< BinarySearchTreeType > | A binary search tree and an AVL balanced binary search tree
RakNet::BitStream |
DataStructures::BPlusTree< KeyType, DataType, order > |
CheckSum | Generates and validates checksums
DataStructures::CircularLinkedList< CircularLinkedListType > | (Circular) Linked List ADT (Doubly Linked Pointer to Node Style) -
CommandParserInterface | The interface used by command parsers
ConnectionGraph | A connection graph. Each peer will know about all other peers
ConnectionGraph::PlayerIdAndGroupId | A node in the connection graph
ConsoleServer | The main entry point for the server portion of your remote console application support. ConsoleServer takes one TransportInterface and one or more CommandParserInterface (s) The TransportInterface will be used to send data between the server and the client. The connecting client must support the protocol used by your derivation of TransportInterface . TelnetTransport and RakNetTransport are two such derivations . When a command is sent by a remote console, it will be processed by your implementations of CommandParserInterface
CrashReportControls | Holds all the parameters to CrashReporter::Start
CrashReporter | On an unhandled exception, will save a minidump and email it. A minidump can be opened in visual studio to give the callstack and local variables at the time of the crash. It has the same amount of information as if you crashed while debugging in the relevant mode. So Debug tends to give accurate stacks and info while Release does not
DatabaseCellUpdate | The value to write to a cell in a remote database
DataBlockEncryptor | Encrypts and decrypts data blocks
DataCompressor | Does compression on a block of data. Not very good compression, but it's small and fast so is something you can compute at runtime
DirectoryDeltaTransfer | Simple class to send changes between directories. In essense, a simple autopatcher that can be used for transmitting levels, skins, etc
EmailSender | Rudimentary class to send email from code
FileListTransfer | A plugin to provide a simple way to compress and incrementally send the files in the FileList structure. Similar to the DirectoryDeltaTransfer plugin, except that it doesn't send deltas based on pre-existing files or actually write the files to disk
FileListTransferCBInterface | Used by FileListTransfer plugin as a callback for when we get a file
FullyConnectedMesh |
HuffmanEncodingTree | This generates special cases of the huffman encoding tree using 8 bit keys with the additional condition that unused combinations of 8 bits are treated as a frequency of 1
HuffmanEncodingTree::CharacterEncoding | Used to hold bit encoding for one character
HuffmanEncodingTreeFactory | Creates instances of the class HuffmanEncodingTree
InternalPacket | Holds a user message, and related information
InternalPacketPool |
LightweightDatabaseClient | The client interface to the simple database included with RakNet, useful for a server browser or a lobby server
LightweightDatabaseServer | A simple flat database included with RakNet, useful for a server browser or a lobby server. A flat database interface. Adds the ability to track IPs of row updaters and passwords for table read and write operations, Best used for data in which queries which do not need to be updated in real-time
DataStructures::List< list_type > | Array based implementation of a list
LogCommandParser | Adds the ability to send logging output to a remote console
LogCommandParser::PlayerIDAndChannel | One of these structures is created per player
DataStructures::Map< key_type, data_type, key_comparison_func > |
Multiplayer< InterfaceType > | Maps packet IDs to functions
NatPunchthrough | Implements the NAT punch through technique, allowing two systems to connect to each other that are both behind NATs
NetworkIDGenerator | Unique shared ids for each object instance
DataStructures::OrderedList< key_type, data_type, comparison_function > |
Packet | This represents a user message from another system
PacketConsoleLogger | Packetlogger that logs to a remote command console
PacketFileLogger | Packetlogger that outputs to a file
PacketLogger | Writes incoming and outgoing messages to the screen. This will write all incoming and outgoing messages to the console window, or to a file if you override it and give it this functionality
DataStructures::Page< KeyType, DataType, order > | Used in the BPlusTree. Used for both leaf and index nodes
PlayerID | Unique identifier for a system. Corresponds to a network address
PluginInterface | PluginInterface provides a mechanism to add functionality in a modular way. MessageHandlers should derive from PluginInterface and be attached to RakPeer using the function AttachPlugin On a user call to Receive, OnReceive is called for every PluginInterface, which can then take action based on the message passed to it. This is used to transparently add game-independent functional modules, similar to browser plugins
DataStructures::Queue< queue_type > | A queue implemented as an array with a read and write index
DataStructures::QueueLinkedList< QueueType > | A queue implemented using a linked list. Rarely used
RakClient | Defines the functions used by a game client
RakClientInterface | Defines the functions used by a game client
RakNetCommandParser | This allows a console client to call most of the functions in RakPeer
RakNetStatisticsStruct | Network Statisics Usage
RakNetTransport | Use RakNetTransport if you need a secure connection between the client and the console server. RakNetTransport automatically initializes security for the system. Use the project CommandConsoleClient to connect To the ConsoleServer if you use RakNetTransport
RakNetTransportCommandParser | RakNetTransport has its own command parser to enable remote users to change the command console's password
RakPeer | The main interface for network communications
RakPeer::MemoryBlock | Automatic Variable Synchronization Mechanism automatic variable synchronization takes a primary and secondary identifier The unique primary identifier is the index into the automaticVariableSynchronizationList The unique secondary identifier (UNASSIGNED_NETWORK_ID for none) is in an unsorted list of memory blocks
RakPeerInterface | The main interface for network communications
RakServer | Defines the functions used by a game server
RakServerInterface | Defines the functions used by a game server
ReliabilityLayer | Datagram reliable, ordered, unordered and sequenced sends. Flow control. Message splitting, reassembly, and coalescence
RemoteClient | Stores information about a remote client. In this case, only the socket used by that client
Replica | The interface to derive your game's networked classes from
ReplicaManager | A management system for your game objects and players to make serialization, scoping, and object creation and destruction easier
Router | Used to route messages between peers
RouterInterface | On failed directed sends, RakNet can call an alternative send function to use
RPCParameters | All RPC functions have the same parameter list - this structure
SimpleMutex | An easy to use mutex
DataStructures::SingleProducerConsumer< SingleProducerConsumerType > | A single producer consumer implementation without critical sections
StrAndBool | The string plus a bool telling us if this string was copied or not
StringCompressor | Writes and reads strings to and from bitstreams
StringTable | Writes a string index, instead of the whole string
DataStructures::Table | Holds a set of columns, a set of rows, and rows times columns cells. The table data structure is useful if you want to store a set of structures and perform queries on those structures This is a relatively simple and fast implementation of the types of tables commonly used in databases See TableSerializer to serialize data members of the table See LightweightDatabaseClient and LightweightDatabaseServer to transmit the table over the network
DataStructures::Table::Cell | Holds the actual data in the table
DataStructures::Table::ColumnDescriptor |
DataStructures::Table::Row | Stores the list of cells for this row, and a special flag used for internal sorting
TelnetTransport | Use TelnetTransport to easily allow windows telnet to connect to your ConsoleServer To run Windows telnet, go to your start menu, click run, and in the edit box type "telnet <IP>" where <IP> is the ip address of your ConsoleServer (most likely the same IP as your game). This implementation always echos commands
ThreadPool< InputType, OutputType > |
TransportInterface | Defines an interface that is used to send and receive null-terminated strings. In practice this is only used by the CommandParser system for for servers