SimDataBlockEvent
Engine/source/T3D/gameBase/gameConnectionEvents.h
Event for sending a datablock over the net from the server to the client.
Public Types
Parent
Protected Attributes
Id of the datablock object to be sent.
The mission sequence number to which this datablock transmission belongs.
Datablock object constructed on the client side.
bool
Public Functions
SimDataBlockEvent(SimDataBlock * obj, U32 index, U32 total, U32 missionSequence)
DECLARE_CATEGORY("Game Networking" )
notifyDelivered(NetConnection * , bool )
pack(NetConnection * , BitStream * bstream)
process(NetConnection * )
unpack(NetConnection * cptr, BitStream * bstream)
write(NetConnection * , BitStream * bstream)
Detailed Description
Event for sending a datablock over the net from the server to the client.
Datablock events are GuaranteedOrdered client events.
Public Types
typedef NetEvent Parent
Protected Attributes
SimObjectId id
Id of the datablock object to be sent.
This must be a datablock ID (as opposed to a normal object ID).
U32 mIndex
U32 mMissionSequence
The mission sequence number to which this datablock transmission belongs.
SimDataBlock * mObj
Datablock object constructed on the client side.
bool mProcess
U32 mTotal
Total number of datablocks that are part of this datablock transmission.
Each datablock is transmitted in an independent datablock event.
Public Functions
SimDataBlockEvent(SimDataBlock * obj, U32 index, U32 total, U32 missionSequence)
~SimDataBlockEvent()
DECLARE_CATEGORY("Game Networking" )
DECLARE_CONOBJECT(SimDataBlockEvent )
notifyDelivered(NetConnection * , bool )
Reimplemented from: NetEvent
pack(NetConnection * , BitStream * bstream)
Reimplemented from: NetEvent
process(NetConnection * )
Reimplemented from: NetEvent
unpack(NetConnection * cptr, BitStream * bstream)
Reimplemented from: NetEvent
write(NetConnection * , BitStream * bstream)
Reimplemented from: NetEvent