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-rw-r--r--mp/src/utils/vmpi/ichannel.h98
1 files changed, 49 insertions, 49 deletions
diff --git a/mp/src/utils/vmpi/ichannel.h b/mp/src/utils/vmpi/ichannel.h
index 42466cfc..a26f034c 100644
--- a/mp/src/utils/vmpi/ichannel.h
+++ b/mp/src/utils/vmpi/ichannel.h
@@ -1,49 +1,49 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#ifndef ICHANNEL_H
-#define ICHANNEL_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-
-#include "tier1/utlvector.h"
-
-
-class IChannel
-{
-public:
- // Note: this also releases any channels contained inside. So if you make a reliable
- // channel that contains an unreliable channel and release the reliable one,
- // it will automatically release the unreliable one it contains.
- virtual void Release() = 0;
-
- // Send data to the destination.
- virtual bool Send( const void *pData, int len ) = 0;
-
- // This version puts all the chunks into one packet and ships it off.
- virtual bool SendChunks( void const * const *pChunks, const int *pChunkLengths, int nChunks ) = 0;
-
- // Check for any packets coming in from the destination.
- // Returns false if no packet was received.
- //
- // flTimeout can be used to make it wait for data.
- //
- // Note: this is most efficient if you keep the buffer around between calls so it only
- // reallocates it when it needs more space.
- virtual bool Recv( CUtlVector<unsigned char> &data, double flTimeout=0 ) = 0;
-
- // Returns false if the connection has been broken.
- virtual bool IsConnected() = 0;
-
- // If IsConnected returns false, you can call this to find out why the socket got disconnected.
- virtual void GetDisconnectReason( CUtlVector<char> &reason ) = 0;
-};
-
-
-#endif // ICHANNEL_H
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef ICHANNEL_H
+#define ICHANNEL_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+
+#include "tier1/utlvector.h"
+
+
+class IChannel
+{
+public:
+ // Note: this also releases any channels contained inside. So if you make a reliable
+ // channel that contains an unreliable channel and release the reliable one,
+ // it will automatically release the unreliable one it contains.
+ virtual void Release() = 0;
+
+ // Send data to the destination.
+ virtual bool Send( const void *pData, int len ) = 0;
+
+ // This version puts all the chunks into one packet and ships it off.
+ virtual bool SendChunks( void const * const *pChunks, const int *pChunkLengths, int nChunks ) = 0;
+
+ // Check for any packets coming in from the destination.
+ // Returns false if no packet was received.
+ //
+ // flTimeout can be used to make it wait for data.
+ //
+ // Note: this is most efficient if you keep the buffer around between calls so it only
+ // reallocates it when it needs more space.
+ virtual bool Recv( CUtlVector<unsigned char> &data, double flTimeout=0 ) = 0;
+
+ // Returns false if the connection has been broken.
+ virtual bool IsConnected() = 0;
+
+ // If IsConnected returns false, you can call this to find out why the socket got disconnected.
+ virtual void GetDisconnectReason( CUtlVector<char> &reason ) = 0;
+};
+
+
+#endif // ICHANNEL_H