blender/source/gameengine/Network/LoopBackNetwork/NG_LoopBackNetworkDeviceInterface.h
2013-02-02 04:48:21 +00:00

64 lines
1.9 KiB
C++

/*
* ***** 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 *****
*/
/** \file NG_LoopBackNetworkDeviceInterface.h
* \ingroup bgenetlb
* \brief 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
{
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 std::vector<NG_NetworkMessage*> RetrieveNetworkMessages();
};
#endif /* __NG_LOOPBACKNETWORKDEVICEINTERFACE_H__ */