ref: fc969e4981a2365304f88e664d625c3a07d57bee
dir: /src/net_defs.h/
// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id: net_defs.h 268 2006-01-08 04:52:26Z fraggle $ // // Copyright(C) 2005 Simon Howard // // 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. // // $Log$ // Revision 1.6 2006/01/08 04:52:26 fraggle // Allow the server to reject clients // // Revision 1.5 2006/01/08 02:53:05 fraggle // Send keepalives if the connection is not doing anything else. // Send all packets using a new NET_Conn_SendPacket to support this. // // Revision 1.4 2006/01/01 23:54:31 fraggle // Client disconnect code // // Revision 1.3 2005/12/30 18:58:22 fraggle // Fix client code to correctly send reply to server on connection. // Add "waiting screen" while waiting for the game to start. // Hook in the new networking code into the main game code. // // Revision 1.2 2005/12/29 17:48:25 fraggle // Add initial client/server connect code. Reorganise sources list in // Makefile.am. // // Revision 1.1 2005/10/30 19:56:15 fraggle // Add foundation code for the new networking system // // // DESCRIPTION: // Definitions for use in networking code. // //----------------------------------------------------------------------------- #ifndef NET_DEFS_H #define NET_DEFS_H #include "doomtype.h" typedef struct _net_module_s net_module_t; typedef struct _net_packet_s net_packet_t; typedef struct _net_addr_s net_addr_t; typedef struct _net_context_s net_context_t; struct _net_packet_s { byte *data; int len; int alloced; int pos; }; struct _net_module_s { // Initialise this module for use as a client boolean (*InitClient)(void); // Initialise this module for use as a server boolean (*InitServer)(void); // Send a packet void (*SendPacket)(net_addr_t *addr, net_packet_t *packet); // Check for new packets to receive // // Returns true if packet received boolean (*RecvPacket)(net_addr_t **addr, net_packet_t **packet); // Converts an address to a string void (*AddrToString)(net_addr_t *addr, char *buffer, int buffer_len); // Free back an address when no longer in use void (*FreeAddress)(net_addr_t *addr); // Try to resolve a name to an address net_addr_t *(*ResolveAddress)(char *addr); }; // net_addr_t struct _net_addr_s { net_module_t *module; void *handle; }; // magic number sent when connecting to check this is a valid client #define NET_MAGIC_NUMBER 3436803284U // packet types typedef enum { NET_PACKET_TYPE_SYN, NET_PACKET_TYPE_ACK, NET_PACKET_TYPE_REJECTED, NET_PACKET_TYPE_KEEPALIVE, NET_PACKET_TYPE_WAITING_DATA, NET_PACKET_TYPE_GAMESTART, NET_PACKET_TYPE_GAMEDATA, NET_PACKET_TYPE_DISCONNECT, NET_PACKET_TYPE_DISCONNECT_ACK, } net_packet_type_t; typedef struct { int ticdup; int extratics; int deathmatch; int episode; int map; int skill; } net_gamesettings_t; #endif /* #ifndef NET_DEFS_H */