struct IGameNub { };
INetwork.h
virtual ~IGameNub();
virtual SCreateChannelResult CreateChannel(INetChannel * pChannel, const char * connectionString) = 0;
Parameters |
Description |
INetChannel * pChannel |
The INetChannel implementing the communications part of this channel; you should call INetChannel::SetChannelType if you want client/server state machine based context setup semantics. |
const char * connectionString |
NULL if we're creating a channel in response to a call to ConnectTo locally, otherwise it's the connectionString passed to ConnectTo remotely. |
Return |
Pointer to the new game channel; Release() will be called on it by the network engine when it's no longer required. |
Creates a new game channel to handle communication with a client or server.
virtual void FailedActiveConnect(EDisconnectionCause cause, const char * description) = 0;
Notifies the GameNub that an active connection attempt failed (before a NetChannel is created). By implementing this interface function, the game can effectively capture pre-channel connection failures.
The GameNub should be prepared to be destroyed shortly after this call is finished
virtual void Release() = 0;