Ed_
2574960fff
- Just a old name for a set of changes to make the game framework hardened for multiplayer as well as some ease of use functionality.
34 lines
1.3 KiB
C++
34 lines
1.3 KiB
C++
#pragma once
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#include "Networking/GasaNetLibrary.h"
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#include "GameFramework/Actor.h"
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#include "GasaActor.generated.h"
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UCLASS()
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class GASA_API AGasaActor : public AActor
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{
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GENERATED_BODY()
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public:
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#pragma region NetSlime
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// NetSlime interface is generated by GasaGen/GasaGen_NetSlime.cpp
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FORCEINLINE ENetworkMode GetNetworkMode() const { return Gasa::GetNetworkMode( this ); }
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FORCEINLINE bool IsClient() const { return Gasa::IsClient( this ); }
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FORCEINLINE bool IsListenServer() const { return Gasa::IsListenServer( this ); }
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FORCEINLINE bool IsNetOwner() const { return Gasa::IsNetOwner( this ); }
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FORCEINLINE bool IsServer() const { return Gasa::IsServer( this ); }
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FORCEINLINE bool IsSimulatedProxy() const { return Gasa::IsSimulatedProxy( this ); }
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FORCEINLINE void NetLog(
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FString Message,
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EGasaVerbosity Verbosity = EGasaVerbosity::Log,
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FLogCategoryBase& Category = LogGasaNet,
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bool DumpStack = false,
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int32 Line = __builtin_LINE(),
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ANSICHAR const* File = __builtin_FILE(),
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ANSICHAR const* Func = __builtin_FUNCTION()
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)
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{
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Gasa::NetLog( this, Message, Verbosity, Category, DumpStack, Line, File, Func );
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}
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#pragma endregion NetSlime
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};
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