Send server desync log to client

This commit is contained in:
Jonathan G Rennison
2019-08-21 19:15:02 +01:00
parent 459a49cb24
commit 6ce7f22fe6
8 changed files with 92 additions and 11 deletions

View File

@@ -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();