Struct NetworkQueueItem
Public Attributes
| Type | Name |
|---|---|
| bool | bReliable |
| int | client if its a server recieve queue this is the sending client if its a server transmit queue then this is what client it should be sent to. |
| int | pDataSize |
| u64 | sequenceNumber |
Public Functions
| Type | Name |
|---|---|
| SHARED_PTR (void) shared pointer when sent from game thread, malloced pointer when returned to game thread |
Public Attributes Documentation
variable bReliable
bool NetworkQueueItem::bReliable;
variable client
if its a server recieve queue this is the sending client if its a server transmit queue then this is what client it should be sent to.
int NetworkQueueItem::client;
On the client this is meaningless as communicaiton is always to and from the server
variable pDataSize
int NetworkQueueItem::pDataSize;
variable sequenceNumber
u64 NetworkQueueItem::sequenceNumber;
Public Functions Documentation
function SHARED_PTR
shared pointer when sent from game thread, malloced pointer when returned to game thread
NetworkQueueItem::SHARED_PTR (
void
)
The documentation for this class was generated from the following file /home/runner/work/2DFarmingRPG/2DFarmingRPG/Stardew/engine/include/Network.h