struct INetNub { struct SStatistics { float bandwidthUp; float bandwidthDown; }; };
INetwork.h
struct SStatistics { float bandwidthUp; float bandwidthDown; };
INetwork.h
float bandwidthDown;
float bandwidthUp;
SStatistics();
virtual ~INetNub();
virtual bool ConnectTo(const char * address, const char * connectionString) = 0;
Parameters |
Description |
const char * address |
The address to connect to ("127.0.0.1:20319" for example). |
const char * connectionString |
An arbitrary string to pass to the other end of this connection saying what we'd like to do. |
True for success, false otherwise.
Connects to a remote host.
virtual void DeleteNub() = 0;
Game will no longer use this object; it should be deleted.
virtual void DisconnectPlayer(EDisconnectionCause cause, EntityId plr_id, const char* reason) = 0;
An authorization result comes from master server.
virtual void GetMemoryStatistics(ICrySizer* pSizer) = 0;
Collects memory usage info.
virtual int GetNumChannels() = 0;
virtual const INetNub::SStatistics& GetStatistics() = 0;
Fetches current nub-wide statistics.
virtual bool HasPendingConnections() = 0;
virtual bool IsConnecting() = 0;
Returns true if we nub is connecting now.