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