Transfer

Transfers a player to another node. When a player is transferred from the node the hub will not send the Remove packet and there's no way, for the node, to know whether the player was disconnected or successfully transferred, if not using messages through a user-defined protocol.

Members

Enums

DISCONNECT
anonymousenum DISCONNECT
Undocumented in source.

Mixins

__anonymous
mixin Make
Undocumented in source.

Variables

ID
enum ubyte ID;
Undocumented in source.
hubId
uint hubId;

Player to be transferred.

message
ubyte[] message;

Optional data that will be always sent with the Add packet when the player is transferred. The content depends on the node's implementation or even by one of its plugins.

node
uint node;

Id of the node that player will be transferred to. It should be an id of a connected node (which can be calculated using AddNode and RemoveNode packets), otherwise the player will be disconnected or moved to another node (see the following field).

onFail
ubyte onFail;

Indicates the action to be taken when a transfer fails because the indicated node is not connected anymore or it cannot accept the given player's game type or protocol. If the indicated node is full the player will be simply disconnected with the Server Full message.

Mixed In Members

From mixin Make

__anonymous
mixin xpacket.maker.Make
Undocumented in source.
fromBuffer
typeof(this) fromBuffer(ubyte[] buffer)
Undocumented in source. Be warned that the author may not have intended to support it.

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