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