File: NG_NetworkDeviceInterface.h

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/*
 * $Id: NG_NetworkDeviceInterface.h,v 1.6 2004/03/22 22:02:05 jesterking Exp $
 *
 * ***** BEGIN GPL/BL DUAL 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. The Blender
 * Foundation also sells licenses for use in proprietary software under
 * the Blender License.  See http://www.blender.org/BL/ for information
 * about this.
 *
 * 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.
 *
 * 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/BL DUAL 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;

	/**
	  * number of messages in device hash for this frame
	  */

	virtual STR_String GetNetworkVersion(void)=0;
};

#endif //NG_NETWORKDEVICEINTERFACE_H