10#include "GameNetworkingSockets/steam/steamnetworkingtypes.h"
Definition basemultiplayerserver.h:20
ClientGroup GetClientGroup() const
Definition clientconnection.h:82
ClientConnection()
constructor
Definition clientconnection.cc:17
Timing::Time GetCurrentPing() const
Gets the estimated current packet roundtrip time (server->client->server).
Definition clientconnection.cc:74
void Initialize(BaseMultiplayerServer *server, HSteamNetConnection connectionId)
Definition clientconnection.cc:34
virtual void Shutdown()
shutdown the connection
Definition clientconnection.cc:55
uint64_t GetUserData() const
Definition clientconnection.h:91
void SetClientGroup(ClientGroup group)
Definition clientconnection.cc:65
void SetUserData(uint64_t)
Definition clientconnection.h:97
BaseMultiplayerServer * server
Definition clientconnection.h:63
HSteamNetConnection connectionId
Definition clientconnection.h:65
uint32_t GetConnectionId() const
Definition clientconnection.h:73
ClientGroup group
Definition clientconnection.h:64
virtual ~ClientConnection()
destructor
Definition clientconnection.cc:25
uint64_t userData
Definition clientconnection.h:66
bool IsConnected() const
get the connection status
Definition clientconnection.cc:46
Game::EditorState.
Definition graphicsmanager.h:64
Definition basemultiplayerclient.cc:24
ClientGroup
Clients can be bucketet into client groups that can be polled at differing rates.
Definition clientconnection.h:23
@ Lobby
Definition clientconnection.h:25
@ NumClientGroups
Definition clientconnection.h:28
@ Monitoring
Definition clientconnection.h:27
@ DontCare
Definition clientconnection.h:24
double Time
the time datatype
Definition time.h:18
Typedefs for the Timing subsystem.