//======================================================================== // // FailedToLoadObjectMessage.h - tells Centralserver an object couldn't be loaded. // // copyright 2001 Sony Online Entertainment // //======================================================================== #ifndef _INCLUDED_FailedToLoadObjectMessage_H #define _INCLUDED_FailedToLoadObjectMessage_H //----------------------------------------------------------------------- #include "sharedNetworkMessages/GameNetworkMessage.h" //----------------------------------------------------------------------- class FailedToLoadObjectMessage : public GameNetworkMessage { public: FailedToLoadObjectMessage (const NetworkId& id, uint32 requestingProcess); FailedToLoadObjectMessage (Archive::ReadIterator & source); ~FailedToLoadObjectMessage (); const NetworkId& getId(void) const; uint32 getRequestingProcess(void) const; private: Archive::AutoVariable m_id; // id of object we didn't load Archive::AutoVariable m_process; // process that originally requested the load FailedToLoadObjectMessage(); FailedToLoadObjectMessage(const FailedToLoadObjectMessage&); FailedToLoadObjectMessage& operator= (const FailedToLoadObjectMessage&); }; //----------------------------------------------------------------------- inline const NetworkId& FailedToLoadObjectMessage::getId(void) const { return m_id.get(); } // FailedToLoadObjectMessage::getId inline uint32 FailedToLoadObjectMessage::getRequestingProcess(void) const { return m_process.get(); } // FailedToLoadObjectMessage::getRequestingProcess #endif // _INCLUDED_FailedToLoadObjectMessage_H