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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id: d_net.h,v 1.5 2001/02/10 12:27:13 bpereira Exp $
//
// Copyright (C) 1993-1996 by id Software, Inc.
// Portions Copyright (C) 1998-2000 by DooM Legacy Team.
//
// 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.
//
//
// $Log: d_net.h,v $
// Revision 1.5 2001/02/10 12:27:13 bpereira
// no message
//
// Revision 1.4 2000/09/15 19:49:22 bpereira
// no message
//
// Revision 1.3 2000/08/31 14:30:55 bpereira
// no message
//
// Revision 1.2 2000/02/27 00:42:10 hurdler
// fix CR+LF problem
//
// Revision 1.1.1.1 2000/02/22 20:32:32 hurdler
// Initial import into CVS (v1.29 pr3)
//
//
// DESCRIPTION:
// Networking stuff.
// part of layer 4 (transport) (tp4) of the osi model
// assure the reception of packet and proceed a checksums
//
//-----------------------------------------------------------------------------
#ifndef __D_NET__
#define __D_NET__
//
// Network play related stuff.
// There is a data struct that stores network
// communication related stuff, and another
// one that defines the actual packets to
// be transmitted.
//
// Max computers in a game.
#define MAXNETNODES 32
#define BROADCASTADDR MAXNETNODES // added xx/5/99: can use broadcast now
#define MAXSPLITSCREENPLAYERS 2 // maximum number of players on a single computer
#define STATLENGTH (TICRATE*2)
// stat of net
extern int getbps,sendbps;
extern float lostpercent,duppercent,gamelostpercent;
extern int packetheaderlength;
boolean Net_GetNetStat(void);
extern int getbytes;
extern INT64 sendbytes; // realtime updated
void Net_AckTicker(void);
boolean Net_AllAckReceived(void);
// if reliable return true if packet sent, 0 else
boolean HSendPacket(int node, boolean reliable, byte acknum, int packetlength);
boolean HGetPacket (void);
boolean D_CheckNetGame (void);
void D_CloseConnection( void );
void Net_UnAcknowledgPacket(int node);
void Net_CloseConnection(int node);
void Net_AbortPacketType(char packettype);
void Net_SendAcks(int node);
void Net_WaitAllAckReceived( ULONG timeout );
#endif
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