Send server desync log to client
This commit is contained in:
@@ -64,6 +64,7 @@ public:
|
||||
STATUS_DONE_MAP, ///< The client has downloaded the map.
|
||||
STATUS_PRE_ACTIVE, ///< The client is catching up the delayed frames.
|
||||
STATUS_ACTIVE, ///< The client is active within in the game.
|
||||
STATUS_CLOSE_PENDING, ///< The client connection is pending closure.
|
||||
STATUS_END, ///< Must ALWAYS be on the end of this list!! (period).
|
||||
};
|
||||
|
||||
@@ -100,6 +101,7 @@ public:
|
||||
|
||||
NetworkRecvStatus SendClientInfo(NetworkClientInfo *ci);
|
||||
NetworkRecvStatus SendError(NetworkErrorCode error);
|
||||
NetworkRecvStatus SendDesyncLog(const std::string &log);
|
||||
NetworkRecvStatus SendChat(NetworkAction action, ClientID client_id, bool self_send, const char *msg, NetworkTextMessageData data);
|
||||
NetworkRecvStatus SendJoin(ClientID client_id);
|
||||
NetworkRecvStatus SendFrame();
|
||||
|
Reference in New Issue
Block a user