NetPlayClient: const correctness

This commit is contained in:
Lioncash 2017-03-19 09:07:33 -04:00
parent 9604a06921
commit 025eac9062
2 changed files with 6 additions and 6 deletions

View File

@ -560,7 +560,7 @@ unsigned int NetPlayClient::OnData(sf::Packet& packet)
return 0; return 0;
} }
void NetPlayClient::Send(sf::Packet& packet) void NetPlayClient::Send(const sf::Packet& packet)
{ {
ENetPacket* epac = ENetPacket* epac =
enet_packet_create(packet.getData(), packet.getDataSize(), ENET_PACKET_FLAG_RELIABLE); enet_packet_create(packet.getData(), packet.getDataSize(), ENET_PACKET_FLAG_RELIABLE);
@ -1150,7 +1150,7 @@ int NetPlayClient::NumLocalPads() const
})); }));
} }
int NetPlayClient::InGamePadToLocalPad(int ingame_pad) int NetPlayClient::InGamePadToLocalPad(int ingame_pad) const
{ {
// not our pad // not our pad
if (m_pad_map[ingame_pad] != m_local_player->pid) if (m_pad_map[ingame_pad] != m_local_player->pid)
@ -1168,7 +1168,7 @@ int NetPlayClient::InGamePadToLocalPad(int ingame_pad)
return local_pad; return local_pad;
} }
int NetPlayClient::LocalPadToInGamePad(int local_pad) int NetPlayClient::LocalPadToInGamePad(int local_pad) const
{ {
// Figure out which in-game pad maps to which local pad. // Figure out which in-game pad maps to which local pad.
// The logic we have here is that the local slots always // The logic we have here is that the local slots always

View File

@ -93,8 +93,8 @@ public:
bool IsFirstInGamePad(int ingame_pad) const; bool IsFirstInGamePad(int ingame_pad) const;
int NumLocalPads() const; int NumLocalPads() const;
int InGamePadToLocalPad(int ingame_pad); int InGamePadToLocalPad(int ingame_pad) const;
int LocalPadToInGamePad(int localPad); int LocalPadToInGamePad(int localPad) const;
static void SendTimeBase(); static void SendTimeBase();
bool DoAllPlayersHaveGame(); bool DoAllPlayersHaveGame();
@ -156,7 +156,7 @@ private:
void SendPadState(int in_game_pad, const GCPadStatus& np); void SendPadState(int in_game_pad, const GCPadStatus& np);
void SendWiimoteState(int in_game_pad, const NetWiimote& nw); void SendWiimoteState(int in_game_pad, const NetWiimote& nw);
unsigned int OnData(sf::Packet& packet); unsigned int OnData(sf::Packet& packet);
void Send(sf::Packet& packet); void Send(const sf::Packet& packet);
void Disconnect(); void Disconnect();
bool Connect(); bool Connect();
void ComputeMD5(const std::string& file_identifier); void ComputeMD5(const std::string& file_identifier);