blender/source/gameengine/Network/NG_NetworkMessage.cpp

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/*
* ***** BEGIN GPL LICENSE BLOCK *****
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*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
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*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
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* generic Network Message implementation
*/
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/** \file gameengine/Network/NG_NetworkMessage.cpp
* \ingroup bgenet
*/
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#include "NG_NetworkMessage.h"
#include <assert.h>
int NG_NetworkMessage::s_nextID = 3; // just some number to start with
NG_NetworkMessage::NG_NetworkMessage(
const STR_String& to,
const STR_String& from,
const STR_String& subject,
const STR_String& body) :
m_uniqueMessageID(s_nextID++),
m_refcount(1),
m_to(to),
m_from(from),
m_subject(subject),
m_message(body)
{
}
NG_NetworkMessage::~NG_NetworkMessage()
{
assert(m_refcount==0);
}