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diff --git a/src/uqm/supermelee/netplay/netmelee.h b/src/uqm/supermelee/netplay/netmelee.h
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+/*
+ * Copyright 2006 Serge van den Boom <svdb@stack.nl>
+ *
+ * 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
+ */
+
+#if !defined(UQM_SUPERMELEE_NETPLAY_NETMELEE_H_) && defined(NETPLAY)
+#define UQM_SUPERMELEE_NETPLAY_NETMELEE_H_
+
+#include "netplay.h"
+#include "netinput.h"
+#include "netconnection.h"
+#include "packetsenders.h"
+
+#include "../../battlecontrols.h"
+ // for NetworkInputContext
+#include "../../controls.h"
+ // for BATTLE_INPUT_STATE
+#include "../../races.h"
+ // for STARSHIP
+
+#if defined(__cplusplus)
+extern "C" {
+#endif
+
+extern struct NetConnection *netConnections[];
+
+
+void addNetConnection(NetConnection *conn, int playerNr);
+void removeNetConnection(int playerNr);
+void closeAllConnections(void);
+void closeDisconnectedConnections(void);
+size_t getNumNetConnections(void);
+typedef bool(*ForEachConnectionCallback)(NetConnection *conn, void *arg);
+bool forEachConnectedPlayer(ForEachConnectionCallback callback, void *arg);
+
+struct melee_state *NetMelee_getMeleeState(NetConnection *conn);
+struct battlestate_struct *NetMelee_getBattleState(NetConnection *conn);
+
+void netInput(void);
+void netInputBlocking(uint32 timeoutMs);
+void flushPacketQueues(void);
+
+void confirmConnections(void);
+void cancelConfirmations(void);
+void connectionsLocalReady(NetConnection_ReadyCallback callback, void *arg);
+
+bool allConnected(void);
+
+void initBattleStateDataConnections(void);
+void setBattleStateConnections(struct battlestate_struct *bs);
+
+BATTLE_INPUT_STATE networkBattleInput(NetworkInputContext *context,
+ STARSHIP *StarShipPtr);
+
+NetConnection *openPlayerNetworkConnection(COUNT player, void *extra);
+void closePlayerNetworkConnection(COUNT player);
+
+bool setupInputDelay(size_t localInputDelay);
+bool setStateConnections(NetState state);
+bool sendAbortConnections(NetplayAbortReason reason);
+bool resetConnections(NetplayResetReason reason);
+bool localReadyConnections(NetConnection_ReadyCallback readyCallback,
+ void *arg, bool notifyRemote);
+
+bool negotiateReady(NetConnection *conn, bool notifyRemote,
+ NetState nextState);
+bool negotiateReadyConnections(bool notifyRemote, NetState nextState);
+bool waitReady(NetConnection *conn);
+
+bool waitReset(NetConnection *conn, NetState nextState);
+bool waitResetConnections(NetState nextState);
+
+#if defined(__cplusplus)
+}
+#endif
+
+#endif /* UQM_SUPERMELEE_NETPLAY_NETMELEE_H_ */