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Mass rename CxPrivate to CmptPrivate.
As part of the SM45->52 migration, a ScriptInterface becomes a wrapper around a JSCompartment, not a JSContext, thus we ought to store private data for the compartment and not the context. This is a mass rename of CxPrivate to CmptPrivate to match that before the actual changes. Part of the SM52 migration, stage: SM45 compatible Patch by: Itms Tested By: Freagarach Refs #4893 Differential Revision: https://code.wildfiregames.com/D3089 This was SVN commit r24177.
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@@ -24,23 +24,23 @@
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namespace JSI_Network
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{
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u16 GetDefaultPort(ScriptInterface::CxPrivate* pCxPrivate);
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bool HasNetServer(ScriptInterface::CxPrivate* pCxPrivate);
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bool HasNetClient(ScriptInterface::CxPrivate* pCxPrivate);
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void StartNetworkGame(ScriptInterface::CxPrivate* pCxPrivate);
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void SetNetworkGameAttributes(ScriptInterface::CxPrivate* pCxPrivate, JS::HandleValue attribs1);
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void StartNetworkHost(ScriptInterface::CxPrivate* pCxPrivate, const CStrW& playerName, const u16 serverPort, const CStr& hostLobbyName);
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void StartNetworkJoin(ScriptInterface::CxPrivate* pCxPrivate, const CStrW& playerName, const CStr& serverAddress, u16 serverPort, bool useSTUN, const CStr& hostJID);
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JS::Value FindStunEndpoint(ScriptInterface::CxPrivate* pCxPrivate, int port);
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void DisconnectNetworkGame(ScriptInterface::CxPrivate* pCxPrivate);
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JS::Value PollNetworkClient(ScriptInterface::CxPrivate* pCxPrivate);
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CStr GetPlayerGUID(ScriptInterface::CxPrivate* pCxPrivate);
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void KickPlayer(ScriptInterface::CxPrivate* pCxPrivate, const CStrW& playerName, bool ban);
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void AssignNetworkPlayer(ScriptInterface::CxPrivate* pCxPrivate, int playerID, const CStr& guid);
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void ClearAllPlayerReady (ScriptInterface::CxPrivate* pCxPrivate);
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void SendNetworkChat(ScriptInterface::CxPrivate* pCxPrivate, const CStrW& message);
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void SendNetworkReady(ScriptInterface::CxPrivate* pCxPrivate, int message);
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void SetTurnLength(ScriptInterface::CxPrivate* pCxPrivate, int length);
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u16 GetDefaultPort(ScriptInterface::CmptPrivate* pCmptPrivate);
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bool HasNetServer(ScriptInterface::CmptPrivate* pCmptPrivate);
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bool HasNetClient(ScriptInterface::CmptPrivate* pCmptPrivate);
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void StartNetworkGame(ScriptInterface::CmptPrivate* pCmptPrivate);
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void SetNetworkGameAttributes(ScriptInterface::CmptPrivate* pCmptPrivate, JS::HandleValue attribs1);
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void StartNetworkHost(ScriptInterface::CmptPrivate* pCmptPrivate, const CStrW& playerName, const u16 serverPort, const CStr& hostLobbyName);
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void StartNetworkJoin(ScriptInterface::CmptPrivate* pCmptPrivate, const CStrW& playerName, const CStr& serverAddress, u16 serverPort, bool useSTUN, const CStr& hostJID);
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JS::Value FindStunEndpoint(ScriptInterface::CmptPrivate* pCmptPrivate, int port);
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void DisconnectNetworkGame(ScriptInterface::CmptPrivate* pCmptPrivate);
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JS::Value PollNetworkClient(ScriptInterface::CmptPrivate* pCmptPrivate);
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CStr GetPlayerGUID(ScriptInterface::CmptPrivate* pCmptPrivate);
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void KickPlayer(ScriptInterface::CmptPrivate* pCmptPrivate, const CStrW& playerName, bool ban);
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void AssignNetworkPlayer(ScriptInterface::CmptPrivate* pCmptPrivate, int playerID, const CStr& guid);
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void ClearAllPlayerReady (ScriptInterface::CmptPrivate* pCmptPrivate);
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void SendNetworkChat(ScriptInterface::CmptPrivate* pCmptPrivate, const CStrW& message);
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void SendNetworkReady(ScriptInterface::CmptPrivate* pCmptPrivate, int message);
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void SetTurnLength(ScriptInterface::CmptPrivate* pCmptPrivate, int length);
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void RegisterScriptFunctions(const ScriptInterface& scriptInterface);
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}
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