blender/source/gameengine/Network/LoopBackNetwork/NG_LoopBackNetworkDeviceInterface.h

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/*
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
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*
* 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.
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*
* 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,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
* 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 *****
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* 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
{
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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();
};
#endif //NG_LOOPBACKNETWORKDEVICEINTERFACE_H