/* * Copyright 2006 Serge van den Boom * * 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_ */