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/*
#ifndef header_network_generic
#define header_network_generic
#include <stdio.h>
#include <list>
#include <queue>
#include <string>
#include "API/Network/network.h"
#include "API/Network/netcomputer.h"
#include "API/Network/netgroup.h"
#include "API/Network/netsession.h"
#include "API/Network/netmessage.h"
#include "API/Core/System/thread.h"
#include "API/Core/System/mutex.h"
#include "API/Core/System/cl_assert.h"
#include "API/Core/System/error.h"
#include "API/Core/System/keep_alive.h"
#include "Core/IOData/Generic/inputsource_memory_generic.h"
#include "Core/IOData/Generic/outputsource_memory_generic.h"
#include "network_delivery_impl.h"
class CL_NetSession_Generic;
class CL_IncomingGame;
class CL_Network_Generic : public CL_Network, CL_KeepAlive
{
public:
CL_Network_Generic(CL_ConnectionProvider *provider);
~CL_Network_Generic();
void find_sessions_broadcast(
std::string game_id,
int port);
void find_session_at(
std::string game_id,
const std::string &host_address,
int port);
bool peek_game_found();
CL_NetSession *receive_session_found(int timeout_millis);
void clear_games_found();
CL_NetSession *create_session(std::string session_id, int port);
CL_ConnectionProvider *provider;
std::queue<CL_NetSession*> queue;
std::list<CL_NetSession_Generic*> netsessions;
std::list<CL_IncomingGame*> incoming_netsessions;
static CL_Network_Generic *self;
void keep_alive();
private:
CL_UDPConnection *udp_connection;
};
class CL_IncomingGame
{
public:
CL_Connection *connection;
std::string game_id;
};
#endif
*/
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