116 lines
3.8 KiB
C++
116 lines
3.8 KiB
C++
//
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// Copyright 2020 Electronic Arts Inc.
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//
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
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// software: you can redistribute it and/or modify it under the terms of
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// the GNU General Public License as published by the Free Software Foundation,
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// either version 3 of the License, or (at your option) any later version.
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
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// in the hope that it will be useful, but with permitted additional restrictions
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// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
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// distributed with this program. You should have received a copy of the
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// GNU General Public License along with permitted additional restrictions
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// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
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/***************************************************************************
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* *
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* Project Name : Command & Conquer *
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* *
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* File Name : TENMGR.H *
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* *
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* Programmer : Bill R. Randolph *
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* *
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* Start Date : 06/26/96 *
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* *
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* Last Update : June 26, 1996 [BRR] *
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* *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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class TenConnManClass : public ConnManClass
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{
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public:
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//
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// Constructor / Destructor
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//
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TenConnManClass(void);
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virtual ~TenConnManClass();
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//
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// Initialization
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//
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int Init(void);
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//
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// Service routine
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//
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virtual int Service(void);
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//
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// Sending & receiving data
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//
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virtual int Send_Private_Message (void *buf, int buflen,
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int ack_req = 1, int conn_id = CONNECTION_NONE);
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virtual int Get_Private_Message (void *buf, int *buflen,
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int *conn_id);
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int Send_Global_Message(void *buf, int buflen,
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int ack_req = 0, int address = 0);
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int Get_Global_Message(void *buf, int *buflen,
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int *address = 0);
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//
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// Connection management
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//
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virtual int Num_Connections(void);
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virtual int Connection_ID(int index);
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virtual int Connection_Index(int id);
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int Create_Connection(int id, char *name, int address);
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int Delete_Connection(int id);
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char *Connection_Name(int id);
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int Connection_Address(int id);
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//
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// Queue utility routines
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//
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virtual int Global_Num_Send(void);
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virtual int Global_Num_Receive(void);
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virtual int Private_Num_Send(int id = CONNECTION_NONE);
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virtual int Private_Num_Receive(int id = CONNECTION_NONE);
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void Flush_All(void);
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//
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// Timing management
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//
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virtual void Reset_Response_Time(void);
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virtual unsigned long Response_Time(void);
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virtual void Set_Timing (unsigned long retrydelta,
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unsigned long maxretries, unsigned long timeout);
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//
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// Debugging
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//
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virtual void Configure_Debug(int index, int type_offset, int type_size,
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char **names, int namestart, int namecount);
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virtual void Mono_Debug_Print(int index, int refresh);
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CommBufferClass *GlobalQueue;
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CommBufferClass *PrivateQueue;
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//
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// This flag will be set if I'm the game host.
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//
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int IsHost;
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private:
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int Connections[MAX_PLAYERS];
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int ID[MAX_PLAYERS];
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char Names[MAX_PLAYERS][128];
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int NumConnections;
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};
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/***************************** end of tenmgr.h *****************************/
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