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RandSync.h
Go to the documentation of this file.
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/*
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* Original work: Copyright (c) 2014, Oculus VR, Inc.
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* All rights reserved.
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*
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* This source code is licensed under the BSD-style license found in the
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* RakNet License.txt file in the licenses directory of this source tree. An additional grant
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* of patent rights can be found in the RakNet Patents.txt file in the same directory.
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*
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*
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* Modified work: Copyright (c) 2017, SLikeSoft UG (haftungsbeschränkt)
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*
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* This source code was modified by SLikeSoft. Modifications are licensed under the MIT-style
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* license found in the license.txt file in the root directory of this source tree.
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*/
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#ifndef __RAND_SYNC_H
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#define __RAND_SYNC_H
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#include "
Export.h
"
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#include "
Rand.h
"
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#include "
DS_Queue.h
"
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#include "
NativeTypes.h
"
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namespace
SLNet {
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class
BitStream;
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class
RAK_DLL_EXPORT
RakNetRandomSync
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{
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public
:
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RakNetRandomSync
();
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virtual
~
RakNetRandomSync
();
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void
SeedMT(
uint32_t
_seed );
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void
SeedMT(
uint32_t
_seed,
uint32_t
skipValues );
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float
FrandomMT(
void
);
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unsigned
int
RandomMT(
void
);
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uint32_t
GetSeed(
void
)
const
;
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uint32_t
GetCallCount(
void
)
const
;
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void
SetCallCount(
uint32_t
i );
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virtual
void
SerializeConstruction(
SLNet::BitStream
*constructionBitstream);
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virtual
bool
DeserializeConstruction(
SLNet::BitStream
*constructionBitstream);
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virtual
void
Serialize(
SLNet::BitStream
*outputBitstream);
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virtual
void
Deserialize(
SLNet::BitStream
*outputBitstream);
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protected
:
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void
Skip(
uint32_t
count );
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DataStructures::Queue<unsigned int>
usedValues
;
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uint32_t
seed
;
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uint32_t
callCount
;
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uint32_t
usedValueBufferCount
;
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RakNetRandom
rnr
;
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};
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}
// namespace SLNet
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#endif
Source
include
slikenet
RandSync.h
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