10#include "GameNetworkingSockets/steam/steamnetworkingtypes.h"
Definition basemultiplayerserver.h:20
ClientGroup GetClientGroup() const
Definition clientconnection.h:85
ClientConnection()
constructor
Definition clientconnection.cc:18
Timing::Time GetCurrentPing() const
Gets the estimated current packet roundtrip time (server->client->server).
Definition clientconnection.cc:75
void Initialize(BaseMultiplayerServer *server, HSteamNetConnection connectionId)
Definition clientconnection.cc:35
virtual void Shutdown()
shutdown the connection
Definition clientconnection.cc:56
uint64_t GetUserData() const
Definition clientconnection.h:94
void SetClientGroup(ClientGroup group)
Definition clientconnection.cc:66
void SetUserData(uint64_t)
Definition clientconnection.h:100
BaseMultiplayerServer * server
Definition clientconnection.h:66
void DrawNetworkDebugInfo()
draw imgui network debug information
Definition clientconnection.cc:91
HSteamNetConnection connectionId
Definition clientconnection.h:68
uint32_t GetConnectionId() const
Definition clientconnection.h:76
ClientGroup group
Definition clientconnection.h:67
virtual ~ClientConnection()
destructor
Definition clientconnection.cc:26
uint64_t userData
Definition clientconnection.h:69
bool IsConnected() const
get the connection status
Definition clientconnection.cc:47
Game::EditorState.
Definition graphicsmanager.h:67
Definition basemultiplayerclient.cc:25
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.