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/*
** ClanLib SDK
** Copyright (c) 1997-2005 The ClanLib Team
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
**
** Note: Some of the libraries ClanLib may link to may have additional
** requirements or restrictions.
**
** File Author(s):
**
** Magnus Norddahl
** (if your name is missing here, please add it)
*/
//! clanNetwork="NetSessions"
//! header=network.h
#ifndef header_netcomputer
#define header_netcomputer
#ifdef CL_API_DLL
#ifdef CL_NETWORK_EXPORT
#define CL_API_NETWORK __declspec(dllexport)
#else
#define CL_API_NETWORK __declspec(dllimport)
#endif
#else
#define CL_API_NETWORK
#endif
#if _MSC_VER > 1000
#pragma once
#endif
#include "../Socket/ip_address.h"
#include "netsession.h"
class CL_NetComputer_Generic;
class CL_Thread;
//: Class representing a computer in a network game.
//- !group=Network/NetSessions!
//- !header=network.h!
class CL_API_NETWORK CL_NetComputer
{
//! Construction:
public:
//: Creates a netcomputer object.
CL_NetComputer();
CL_NetComputer(const CL_NetComputer ©);
//: Net Computer Destructor.
virtual ~CL_NetComputer();
//! Attributes:
public:
//: Returns the IP address (in network byte order) of the computer.
CL_IPAddress get_address() const;
//: Returns the netsession that the computer is attached to.
CL_NetSession get_session();
//: Returns true if computer is disconnected.
bool is_disconnected() const;
//: Returns the disconnect reason.
const std::string &get_disconnect_reason() const;
//: Returns true if objects are the same.
bool operator == (const CL_NetComputer &other_instance) const;
//: Returns true if the other netcomputer is less.
//- <p>This is used for sorting purposes (eg. if you use a std::map<CL_NetComputer, Player>).</p>
bool operator < (const CL_NetComputer &other_instance) const;
//: Returns true if the other netcomputer is greater.
//- <p>This is used for sorting purposes (eg. if you use a std::map<CL_NetComputer, Player>).</p>
bool operator > (const CL_NetComputer &other_instance) const;
//: Thread handle for this netcomputer (used for NetComputers' differentiation)
CL_Thread const & get_thread_handle() const;
//! Operations:
public:
//: Disconnects the computer from server.
void disconnect(std::string reason = (std::string)"No reason given");
//: Send packet to the specified channel.
//- <p>set reliable to false to send with udp.</p>
void send(const std::string &packet_channel, const CL_NetPacket &packet, bool reliable = true);
//: Copy Operator.
CL_NetComputer &operator = (const CL_NetComputer &other_instance);
//! Implementation:
public:
CL_NetComputer(class CL_NetComputer_Generic *impl);
CL_NetComputer_Generic *impl;
};
#endif
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