blender/source/gameengine/Network/NG_NetworkDeviceInterface.h
2010-09-04 19:06:15 +00:00

84 lines
2.4 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 *****
* NetworkGameengine_NetworkDeviceInterface
* Functions like (de)initialize network, get library version
* To be derived by loopback and network libraries
*/
#ifndef NG_NETWORKDEVICEINTERFACE_H
#define NG_NETWORKDEVICEINTERFACE_H
#include "NG_NetworkMessage.h"
#include <vector>
class NG_NetworkDeviceInterface
{
private:
// candidates for shared/common implementation class
bool m_online;
public:
NG_NetworkDeviceInterface() {};
virtual ~NG_NetworkDeviceInterface() {};
virtual void NextFrame()=0;
/**
* Mark network connection online
*/
void Online(void) { m_online = true; }
/**
* Mark network connection offline
*/
void Offline(void) { m_online = false; }
/**
* Is the network connection established ?
*/
bool IsOnline(void) { return m_online; }
virtual bool Connect(char *address, unsigned int port, char *password,
unsigned int localport, unsigned int timeout)=0;
virtual bool Disconnect(void)=0;
virtual void SendNetworkMessage(NG_NetworkMessage* msg)=0;
/**
* read NG_NetworkMessage from library buffer, may be
* irrelevant for loopbackdevices
*/
virtual std::vector<NG_NetworkMessage*> RetrieveNetworkMessages()=0;
#ifdef WITH_CXX_GUARDEDALLOC
public:
void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:NG_NetworkDeviceInterface"); }
void operator delete( void *mem ) { MEM_freeN(mem); }
#endif
};
#endif //NG_NETWORKDEVICEINTERFACE_H