# 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
37 lines
1.3 KiB
C++
37 lines
1.3 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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enum class NetworkMessageIDs : uint8
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{
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None = 0,
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Handshake,
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HandshakeReply,
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ObjectReplicate,
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ObjectReplicatePart,
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ObjectSpawn,
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ObjectDespawn,
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ObjectRole,
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ObjectRpc,
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MAX,
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};
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class NetworkInternal
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{
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public:
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static void NetworkReplicatorClientConnected(NetworkClient* client);
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static void NetworkReplicatorClientDisconnected(NetworkClient* client);
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static void NetworkReplicatorClear();
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static void NetworkReplicatorPreUpdate();
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static void NetworkReplicatorUpdate();
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static void OnNetworkMessageObjectReplicate(NetworkEvent& event, NetworkClient* client, NetworkPeer* peer);
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static void OnNetworkMessageObjectReplicatePart(NetworkEvent& event, NetworkClient* client, NetworkPeer* peer);
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static void OnNetworkMessageObjectSpawn(NetworkEvent& event, NetworkClient* client, NetworkPeer* peer);
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static void OnNetworkMessageObjectDespawn(NetworkEvent& event, NetworkClient* client, NetworkPeer* peer);
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static void OnNetworkMessageObjectRole(NetworkEvent& event, NetworkClient* client, NetworkPeer* peer);
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static void OnNetworkMessageObjectRpc(NetworkEvent& event, NetworkClient* client, NetworkPeer* peer);
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};
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