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#pragma once
class Socket;
// This is the platform independent interface for dealing with players within a network game. This should be used directly by game code (and GameNetworkManager) rather than the platform-specific implementations.
class INetworkPlayer
{
public:
virtual ~INetworkPlayer() {}
virtual unsigned char GetSmallId() = 0;
virtual void SendData(INetworkPlayer *player, const void *pvData, int dataSize, bool lowPriority, bool ack) = 0;
virtual bool IsSameSystem(INetworkPlayer *player) = 0;
virtual int GetOutstandingAckCount() = 0;
virtual int GetSendQueueSizeBytes( INetworkPlayer *player, bool lowPriority ) = 0;
virtual int GetSendQueueSizeMessages( INetworkPlayer *player, bool lowPriority ) = 0;
virtual int GetCurrentRtt() = 0;
virtual bool IsHost() = 0;
virtual bool IsGuest() = 0;
virtual bool IsLocal() = 0;
virtual int GetSessionIndex() = 0;
virtual bool IsTalking() = 0;
virtual bool IsMutedByLocalUser(int userIndex) = 0;
virtual bool HasVoice() = 0;
virtual bool HasCamera() = 0;
virtual int GetUserIndex() = 0;
virtual void SetSocket(Socket *pSocket) = 0;
virtual Socket *GetSocket() = 0;
virtual const wchar_t *GetOnlineName() = 0;
virtual wstring GetDisplayName() = 0;
virtual PlayerUID GetUID() = 0;
virtual void SentChunkPacket() = 0;
virtual int GetTimeSinceLastChunkPacket_ms() = 0;
};
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