Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef FRIENDSNET_INTERFACE_H
#define FRIENDSNET_INTERFACE_H
#pragma once
class CUtlMsgBuffer; class CServerSession;
#include "interface.h"
#include "Friends/AddOns/AddOnTypes.h"
class IFriendsNET : public IBaseInterface { public: // check if we have network information for this user
virtual bool CheckUserRegistered(unsigned int userID) = 0;
// update a user's network information
virtual void UpdateUserNetInfo(unsigned int userID, unsigned int netSessionID, int serverID, int IP, int port) = 0;
// set whether or not we send directly to user or through the server
virtual void SetUserSendViaServer(unsigned int userID, bool bSendViaServer) = 0;
// Gets a blob of data that represents this user's information
virtual bool GetUserNetInfoBlob(unsigned int userID, unsigned int dataBlob[8]) = 0; // Sets a user's information using the same blob of data type
virtual bool SetUserNetInfoBlob(unsigned int userID, const unsigned int dataBlob[8]) = 0;
// send binary data to user, marked with game/sessionID
virtual void SendAddOnPacket(const char *pszGameID, SessionInt64 addOnSessionID, unsigned int userID, const CUtlMsgBuffer& buffer) = 0; };
#define FRIENDSNET_INTERFACE_VERSION "FriendsNET003"
#endif // FRIENDSNET_INTERFACE_H
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