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src-1.2/engine/server/library/serverNetworkMessages/src/shared/centralGameServer/FailedToLoadObjectMessage.h
T

52 lines
1.6 KiB
C++

//========================================================================
//
// 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<NetworkId> m_id; // id of object we didn't load
Archive::AutoVariable<uint32> 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