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the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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2.7 kB · 137 lines
C++
at main
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138#include "stdafx.h"#include "NetworkPlayerSony.h"
NetworkPlayerSony::NetworkPlayerSony(SQRNetworkPlayer *qnetPlayer){ m_sqrPlayer = qnetPlayer; m_pSocket = NULL; m_lastChunkPacketTime = 0;}
unsigned char NetworkPlayerSony::GetSmallId(){ return m_sqrPlayer->GetSmallId();}
void NetworkPlayerSony::SendData(INetworkPlayer *player, const void *pvData, int dataSize, bool lowPriority, bool ack){ // TODO - handle priority m_sqrPlayer->SendData( ((NetworkPlayerSony *)player)->m_sqrPlayer, pvData, dataSize, ack );}
bool NetworkPlayerSony::IsSameSystem(INetworkPlayer *player){ return m_sqrPlayer->IsSameSystem(((NetworkPlayerSony *)player)->m_sqrPlayer);}
int NetworkPlayerSony::GetOutstandingAckCount(){ return m_sqrPlayer->GetOutstandingAckCount();}
int NetworkPlayerSony::GetSendQueueSizeBytes( INetworkPlayer *player, bool lowPriority ){ return m_sqrPlayer->GetSendQueueSizeBytes();}
int NetworkPlayerSony::GetSendQueueSizeMessages( INetworkPlayer *player, bool lowPriority ){ return m_sqrPlayer->GetSendQueueSizeMessages();}
int NetworkPlayerSony::GetCurrentRtt(){ return 0; // TODO}
bool NetworkPlayerSony::IsHost(){ return m_sqrPlayer->IsHost();}
bool NetworkPlayerSony::IsGuest(){ return false; // TODO}
bool NetworkPlayerSony::IsLocal(){ return m_sqrPlayer->IsLocal();}
int NetworkPlayerSony::GetSessionIndex(){ return m_sqrPlayer->GetSessionIndex();}
bool NetworkPlayerSony::IsTalking(){ return m_sqrPlayer->IsTalking();}
bool NetworkPlayerSony::IsMutedByLocalUser(int userIndex){ return m_sqrPlayer->IsMutedByLocalUser(userIndex);}
bool NetworkPlayerSony::HasVoice(){ return m_sqrPlayer->HasVoice();}
bool NetworkPlayerSony::HasCamera(){ return false; // TODO}
int NetworkPlayerSony::GetUserIndex(){ return m_sqrPlayer->GetLocalPlayerIndex();}
void NetworkPlayerSony::SetSocket(Socket *pSocket){ m_pSocket = pSocket;}
Socket *NetworkPlayerSony::GetSocket(){ return m_pSocket;}
const wchar_t *NetworkPlayerSony::GetOnlineName(){ return m_sqrPlayer->GetName();}
wstring NetworkPlayerSony::GetDisplayName(){ return m_sqrPlayer->GetName();}
PlayerUID NetworkPlayerSony::GetUID(){ return m_sqrPlayer->GetUID();}
void NetworkPlayerSony::SetUID(PlayerUID UID){ m_sqrPlayer->SetUID(UID);}
void NetworkPlayerSony::SentChunkPacket(){ m_lastChunkPacketTime = System::currentTimeMillis();}
int NetworkPlayerSony::GetTimeSinceLastChunkPacket_ms(){ // If we haven't ever sent a packet, return maximum if( m_lastChunkPacketTime == 0 ) { return INT_MAX; }
__int64 currentTime = System::currentTimeMillis(); return (int)( currentTime - m_lastChunkPacketTime );}