# Conflicts: # Content/Shaders/GI/DDGI.flax # Content/Shaders/GI/GlobalSurfaceAtlas.flax # Content/Shaders/TAA.flax # Content/Shaders/VolumetricFog.flax # Source/Editor/CustomEditors/Editors/ActorTagEditor.cs # Source/Engine/Core/Config/GraphicsSettings.cpp # Source/Engine/Engine/PostProcessEffect.cs # Source/Engine/Graphics/GPUResourcesCollection.cpp # Source/Engine/Graphics/GPUResourcesCollection.h # Source/Engine/Graphics/PostProcessBase.h # Source/FlaxEngine.Gen.cs
26 lines
713 B
C++
26 lines
713 B
C++
// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
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#pragma once
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#include "Engine/Scripting/ScriptingType.h"
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/// <summary>
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/// Network connection structure - used to identify connected peers when we're listening.
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/// </summary>
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API_STRUCT(Namespace="FlaxEngine.Networking") struct FLAXENGINE_API NetworkConnection
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{
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DECLARE_SCRIPTING_TYPE_MINIMAL(NetworkConnection);
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public:
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/// <summary>
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/// The identifier of the connection.
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/// </summary>
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/// <remarks>Used by network driver implementations.</remarks>
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API_FIELD()
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uint32 ConnectionId;
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};
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inline bool operator==(const NetworkConnection& a, const NetworkConnection& b)
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{
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return a.ConnectionId == b.ConnectionId;
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}
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