Get rid of MSVC's __int64

Use either int64_t, uint64_t or long long and unsigned long long, defined as per C++11 standard
This commit is contained in:
void_17
2026-03-02 15:53:32 +07:00
parent d6ec138710
commit d63f79325f
308 changed files with 5371 additions and 5379 deletions

View File

@@ -36,7 +36,7 @@ private:
virtual int read(byteArray b);
virtual int read(byteArray b, unsigned int offset, unsigned int length);
virtual void close();
virtual __int64 skip(__int64 n) { return n; } // 4J Stu - Not implemented
virtual int64_t skip(int64_t n) { return n; } // 4J Stu - Not implemented
virtual void flush() {}
};
@@ -68,7 +68,7 @@ private:
virtual int read(byteArray b);
virtual int read(byteArray b, unsigned int offset, unsigned int length);
virtual void close();
virtual __int64 skip(__int64 n) { return n; } // 4J Stu - Not implemented
virtual int64_t skip(int64_t n) { return n; } // 4J Stu - Not implemented
virtual void flush() {}
};
class SocketOutputStreamNetwork : public SocketOutputStream
@@ -86,13 +86,13 @@ private:
virtual void close();
virtual void flush() {}
};
bool m_hostServerConnection; // true if this is the connection between the host player and server
bool m_hostLocal; // true if this player on the same machine as the host
int m_end; // 0 for client side or 1 for host side
// For local connections between the host player and the server
static CRITICAL_SECTION s_hostQueueLock[2];
static CRITICAL_SECTION s_hostQueueLock[2];
static std::queue<byte> s_hostQueue[2];
static SocketOutputStreamLocal *s_hostOutStream[2];
static SocketInputStreamLocal *s_hostInStream[2];
@@ -108,7 +108,7 @@ private:
static ServerConnection *s_serverConnection;
BYTE networkPlayerSmallId;
public:
public:
C4JThread::Event* m_socketClosedEvent;
INetworkPlayer *getPlayer();