Files
FlaxEngine/Source/Engine/Networking/NetworkClient.h
Wojciech Figat a7e428a21c Merge branch 'master' into 1.5
# 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
2023-01-10 15:37:55 +01:00

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C++

// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
#pragma once
#include "Types.h"
#include "NetworkConnection.h"
#include "NetworkConnectionState.h"
#include "Engine/Scripting/ScriptingObject.h"
/// <summary>
/// High-level network client object (local or connected to the server).
/// </summary>
API_CLASS(sealed, NoSpawn, Namespace = "FlaxEngine.Networking") class FLAXENGINE_API NetworkClient final : public ScriptingObject
{
DECLARE_SCRIPTING_TYPE_NO_SPAWN(NetworkClient);
friend class NetworkManager;
explicit NetworkClient(uint32 id, NetworkConnection connection);
public:
/// <summary>
/// Unique client identifier.
/// </summary>
API_FIELD(ReadOnly) uint32 ClientId;
/// <summary>
/// Local peer connection.
/// </summary>
API_FIELD(ReadOnly) NetworkConnection Connection;
/// <summary>
/// Client connection state.
/// </summary>
API_FIELD(ReadOnly) NetworkConnectionState State;
public:
String ToString() const override
{
return String::Format(TEXT("NetworkClient Id={0}, ConnectionId={1}"), ClientId, Connection.ConnectionId);
}
};