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// Copyright Epic Games, Inc. All Rights Reserved.
// This file is automatically generated. Changes to this file may be overwritten.
namespace Epic.OnlineServices.AntiCheatServer
{
public struct SetClientNetworkStateOptions
{
/// <summary>
/// Locally unique value describing the remote user (e.g. a player object pointer)
/// </summary>
public System.IntPtr ClientHandle { get; set; }
/// <summary>
/// True if the network is functioning normally, false if temporarily interrupted
/// </summary>
public bool IsNetworkActive { get; set; }
}
[System.Runtime.InteropServices.StructLayout(System.Runtime.InteropServices.LayoutKind.Sequential, Pack = 8)]
internal struct SetClientNetworkStateOptionsInternal : ISettable<SetClientNetworkStateOptions>, System.IDisposable
{
private int m_ApiVersion;
private System.IntPtr m_ClientHandle;
private int m_IsNetworkActive;
public System.IntPtr ClientHandle
{
set
{
m_ClientHandle = value;
}
}
public bool IsNetworkActive
{
set
{
Helper.Set(value, ref m_IsNetworkActive);
}
}
public void Set(ref SetClientNetworkStateOptions other)
{
m_ApiVersion = AntiCheatServerInterface.SetclientnetworkstateApiLatest;
ClientHandle = other.ClientHandle;
IsNetworkActive = other.IsNetworkActive;
}
public void Set(ref SetClientNetworkStateOptions? other)
{
if (other.HasValue)
{
m_ApiVersion = AntiCheatServerInterface.SetclientnetworkstateApiLatest;
ClientHandle = other.Value.ClientHandle;
IsNetworkActive = other.Value.IsNetworkActive;
}
}
public void Dispose()
{
Helper.Dispose(ref m_ClientHandle);
}
}
}