5d0a207ecb
blocks that were previously missed; and b) greatly increase my ohloh stats!
83 lines
2.3 KiB
C++
83 lines
2.3 KiB
C++
/*
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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* NetworkGameengine_NetworkDeviceInterface
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* Functions like (de)initialize network, get library version
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* To be derived by loopback and network libraries
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*/
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#ifndef NG_NETWORKDEVICEINTERFACE_H
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#define NG_NETWORKDEVICEINTERFACE_H
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#include "NG_NetworkMessage.h"
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#include <vector>
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class NG_NetworkDeviceInterface
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{
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private:
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// candidates for shared/common implementation class
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bool m_online;
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public:
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NG_NetworkDeviceInterface() {};
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virtual ~NG_NetworkDeviceInterface() {};
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virtual void NextFrame()=0;
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/**
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* Mark network connection online
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*/
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void Online(void) { m_online = true; }
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/**
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* Mark network connection offline
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*/
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void Offline(void) { m_online = false; }
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/**
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* Is the network connection established ?
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*/
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bool IsOnline(void) { return m_online; }
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virtual bool Connect(char *address, unsigned int port, char *password,
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unsigned int localport, unsigned int timeout)=0;
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virtual bool Disconnect(void)=0;
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virtual void SendNetworkMessage(NG_NetworkMessage* msg)=0;
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/**
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* read NG_NetworkMessage from library buffer, may be
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* irrelevant for loopbackdevices
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*/
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virtual std::vector<NG_NetworkMessage*> RetrieveNetworkMessages()=0;
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/**
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* number of messages in device hash for this frame
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*/
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virtual STR_String GetNetworkVersion(void)=0;
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};
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#endif //NG_NETWORKDEVICEINTERFACE_H
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