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