//======================================================================== // // RequestObjectMessage.h - tells Centralserver a Gameserver wants to create a // proxy of an object. // // copyright 2001 Sony Online Entertainment // //======================================================================== #ifndef _INCLUDED_RequestObjectMessage_H #define _INCLUDED_RequestObjectMessage_H //----------------------------------------------------------------------- #include "sharedNetworkMessages/GameNetworkMessage.h" //----------------------------------------------------------------------- class RequestObjectMessage : public GameNetworkMessage { public: RequestObjectMessage (const NetworkId& id, uint32 process); RequestObjectMessage (Archive::ReadIterator & source); ~RequestObjectMessage (); const NetworkId& getId(void) const; uint32 getProcess(void) const; private: Archive::AutoVariable m_id; // id of object we want to create Archive::AutoVariable m_process; // process requesting the object RequestObjectMessage(); RequestObjectMessage(const RequestObjectMessage&); RequestObjectMessage& operator= (const RequestObjectMessage&); }; //----------------------------------------------------------------------- inline const NetworkId& RequestObjectMessage::getId(void) const { return m_id.get(); } // RequestObjectMessage::getId inline uint32 RequestObjectMessage::getProcess(void) const { return m_process.get(); } // RequestObjectMessage::getProcess #endif // _INCLUDED_RequestObjectMessage_H