added datamap property offset native

added clientofuserid native for fast userid to client id translation
fixed a memory leek (some tries weren't being deleted)
added createdialog native
added 2 million inetchannelinfo wrappers

--HG--
extra : convert_revision : svn%3A39bc706e-5318-0410-9160-8a85361fbb7c/trunk%40688
This commit is contained in:
Borja Ferrer
2007-04-12 00:45:53 +00:00
parent 4ecb7a985f
commit 21923d7871
16 changed files with 757 additions and 33 deletions
+114
View File
@@ -18,6 +18,13 @@
#endif
#define _clients_included
enum NetFlow
{
NetFlow_Outgoing = 0, /**< Outgoing traffic */
NetFlow_Incoming, /**< Incoming traffic */
NetFlow_Both /**< Incoming and outgoing traffic */
};
/**
* Called on client connection.
*
@@ -380,3 +387,110 @@ native GetClientDeaths(client);
* @error Invalid client index, client not in game, or no mod support.
*/
native GetClientFrags(client);
/**
* Returns the client's send data rate in bytes/sec.
*
* @param client Player's index.
* @return Data rate.
* @error Invalid client index, client not in game, or fake client.
*/
native GetDataRate(client);
/**
* Returns if a client is timing out
*
* @param client Player's index.
* @return True if client is timing out, false otherwise.
* @error Invalid client index, client not in game, or fake client.
*/
native bool:IsTimingOut(client);
/**
* Returns the client's connection time in seconds.
*
* @param client Player's index.
* @return Connection time.
* @error Invalid client index, client not in game, or fake client.
*/
native Float:GetTimeConnected(client);
/**
* Returns the client's current latency (RTT), more accurate than GetAvgLatency but jittering.
*
* @param client Player's index.
* @param flow Traffic flowing direction.
* @return Latency.
* @error Invalid client index, client not in game, or fake client.
*/
native Float:GetLatency(client, NetFlow:flow);
/**
* Returns the client's average packet latency in seconds.
*
* @param client Player's index.
* @param flow Traffic flowing direction.
* @return Average latency.
* @error Invalid client index, client not in game, or fake client.
*/
native Float:GetAvgLatency(client, NetFlow:flow);
/**
* Returns the client's average packet loss, values go from 0 to 1 (for percentages).
*
* @param client Player's index.
* @param flow Traffic flowing direction.
* @return Average packet loss.
* @error Invalid client index, client not in game, or fake client.
*/
native Float:GetAvgLoss(client, NetFlow:flow);
/**
* Returns the client's average packet choke, values go from 0 to 1 (for percentages).
*
* @param client Player's index.
* @param flow Traffic flowing direction.
* @return Average packet choke.
* @error Invalid client index, client not in game, or fake client.
*/
native Float:GetAvgChoke(client, NetFlow:flow);
/**
* Returns the client's data flow in bytes/sec.
*
* @param client Player's index.
* @param flow Traffic flowing direction.
* @return Data flow.
* @error Invalid client index, client not in game, or fake client.
*/
native Float:GetAvgData(client, NetFlow:flow);
/**
* Returns the client's average packet frequency in packets/sec.
*
* @param client Player's index.
* @param flow Traffic flowing direction.
* @return Packet frequency.
* @error Invalid client index, client not in game, or fake client.
*/
native Float:GetAvgPackets(client, NetFlow:flow);
/**
* Translates an userid index to the real player index.
*
* @param userid Userid value.
* @return Client value.
* @error Returns 0 if invalid userid.
*/
native GetClientOfUserId(userid);
/**
* Executes a client command on the server without being networked.
*
* @param client Index of the client.
* @param fmt Format of the client command.
* @param ... Format parameters
* @noreturn
* @error Invalid client index, or client not connected.
*/
native FakeClientCommand(client, const String:fmt[], any:...);