blender/source/gameengine/Network/LoopBackNetwork/NG_LoopBackNetworkDeviceInterface.h
Chris Want 5d0a207ecb Patch from GSR that a) fixes a whole bunch of GPL/BL license
blocks that were previously missed; and b) greatly increase my
ohloh stats!
2008-04-16 22:40:48 +00:00

67 lines
1.9 KiB
C++

/*
* $Id$
*
* ***** BEGIN GPL 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.
*
* 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 LICENSE BLOCK *****
* LoopbackNetworkDeviceInterface derived from NG_NetworkDeviceInterface
*/
#ifndef NG_LOOPBACKNETWORKDEVICEINTERFACE_H
#define NG_LOOPBACKNETWORKDEVICEINTERFACE_H
#include <deque>
#include "NG_NetworkDeviceInterface.h"
class NG_LoopBackNetworkDeviceInterface : public NG_NetworkDeviceInterface
{
enum {
LOOPBACK_NETWORK_VERSION=28022001
};
std::deque<NG_NetworkMessage*> m_messages[2];
int m_currentQueue;
public:
NG_LoopBackNetworkDeviceInterface();
virtual ~NG_LoopBackNetworkDeviceInterface();
/**
* Clear message buffer
*/
virtual void NextFrame();
bool Connect(char *address, unsigned int port, char *password,
unsigned int localport, unsigned int timeout) {
return true;}
bool Disconnect(void) {return true;}
virtual void SendNetworkMessage(class NG_NetworkMessage* msg);
virtual vector<NG_NetworkMessage*> RetrieveNetworkMessages();
STR_String GetNetworkVersion();
};
#endif //NG_LOOPBACKNETWORKDEVICEINTERFACE_H