Files
UnrealEngine/Engine/Source/ThirdParty/Perforce/P4Api.Net/p4bridge/P4Connection.h
2025-05-18 13:04:45 +08:00

66 lines
1.2 KiB
C++

#pragma once
class P4BridgeClient;
class P4BridgeServer;
#ifdef _DEBUG_MEMORY
class P4Connection : public ClientApi, public KeepAlive, p4base
#else
class P4Connection : public ClientApi, public KeepAlive
#endif
{
private:
P4Connection(void);
// KeepAlive status
int isAlive;
int cmdId;
// these are for the connection manager
P4Connection(P4BridgeServer* pServer, int cmdId);
virtual ~P4Connection();
void setId(int id) { cmdId = id; }
P4BridgeClient* ui;
bool IsConnected() const;
friend class P4BridgeServer;
public:
int getId() { return cmdId; }
P4BridgeClient* getUi() { return ui; }
// has the client been initialized
int clientNeedsInit;
void Disconnect( void );
// KeepAlive functionality
virtual int IsAlive();
void IsAlive(int val) {isAlive = val;}
void cancel_command();
void SetCharset( CharSetApi::CharSet c, CharSetApi::CharSet filec );
const StrPtr &GetClient();
void SetClient( const char *c );
void SetClient( const StrPtr *c );
// Epic
void SetHost(const char* c);
void SetHost(const StrPtr* c);
void SetTicketFile(const char *c);
unsigned _int64 ReleaseTime;
#ifdef _DEBUG_MEMORY
// Simple type identification for registering objects
virtual int Type(void) {return tP4Connection;}
#endif
};