* try to resolve merge conflict
* feat: TU19 (Dec 2014) Features & Content (#32)
* December 2014 files
* Working release build
* Fix compilation issues
* Add sound to Windows64Media
* Add DLC content and force Tutorial DLC
* Revert "Add DLC content and force Tutorial DLC"
This reverts commit 97a4399472.
* Disable broken light packing
* Disable breakpoint during DLC texture map load
Allows DLC loading but the DLC textures are still broken
* Fix post build not working
* ...
* fix vs2022 build
* fix cmake build
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Co-authored-by: Loki <lokirautio@gmail.com>
35 lines
1.3 KiB
C++
35 lines
1.3 KiB
C++
#pragma once
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class Socket;
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// This is the platform independent interface for dealing with players within a network game. This should be used directly by game code (and GameNetworkManager) rather than the platform-specific implementations.
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class INetworkPlayer
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{
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public:
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virtual ~INetworkPlayer() {}
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virtual unsigned char GetSmallId() = 0;
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virtual void SendData(INetworkPlayer *player, const void *pvData, int dataSize, bool lowPriority, bool ack) = 0;
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virtual bool IsSameSystem(INetworkPlayer *player) = 0;
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virtual int GetOutstandingAckCount() = 0;
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virtual int GetSendQueueSizeBytes( INetworkPlayer *player, bool lowPriority ) = 0;
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virtual int GetSendQueueSizeMessages( INetworkPlayer *player, bool lowPriority ) = 0;
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virtual int GetCurrentRtt() = 0;
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virtual bool IsHost() = 0;
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virtual bool IsGuest() = 0;
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virtual bool IsLocal() = 0;
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virtual int GetSessionIndex() = 0;
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virtual bool IsTalking() = 0;
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virtual bool IsMutedByLocalUser(int userIndex) = 0;
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virtual bool HasVoice() = 0;
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virtual bool HasCamera() = 0;
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virtual int GetUserIndex() = 0;
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virtual void SetSocket(Socket *pSocket) = 0;
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virtual Socket *GetSocket() = 0;
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virtual const wchar_t *GetOnlineName() = 0;
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virtual wstring GetDisplayName() = 0;
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virtual PlayerUID GetUID() = 0;
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virtual void SentChunkPacket() = 0;
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virtual int GetTimeSinceLastChunkPacket_ms() = 0;
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};
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