blender/source/gameengine/Network/NG_NetworkMessage.cpp
2002-10-12 11:37:38 +00:00

56 lines
1.6 KiB
C++

/*
* $Id$
*
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
*
* 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* 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/BL DUAL LICENSE BLOCK *****
* generic Network Message implementation
*/
#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);
}