IGameNub

C++
struct IGameNub {
};
File

INetwork.h

IGameNub::~IGameNub Destructor
C++
virtual ~IGameNub();
IGameNub::CreateChannel Method
C++
virtual SCreateChannelResult CreateChannel(INetChannel * pChannel, const char * connectionString) = 0;
Parameters
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.
Description

Creates a new game channel to handle communication with a client or server.

IGameNub::FailedActiveConnect Method
C++
virtual void FailedActiveConnect(EDisconnectionCause cause, const char * description) = 0;
Description

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.

Notes

The GameNub should be prepared to be destroyed shortly after this call is finished

IGameNub::Release Method
C++
virtual void Release() = 0;