source-engine/public/inetwork.h

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2020-04-22 16:56:21 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef INETWORK_H
#define INETWORK_H
#ifdef _WIN32
#pragma once
#endif
class IConnectionlessPacketHandler;
abstract_class INetwork
{
public:
virtual ~INetwork( void ) {};
virtual void Init( void ) = 0;
virtual void Config (bool multiplayer);
virtual void IsMultiplayer( void ) = 0; // true = full MP mode, false = loopback SP mode
virtual void IsEnabled( void ) = 0;
// shuts down Network, closes all UPD/TCP channels
virtual void Shutdown( void ) = 0;
// must be called each system frame to do any asynchronouse TCP stuff
virtual void RunFrame( double time ) = 0;
virtual void ProcessSocket( netsrc_t sock, IConnectionlessPacketHandler * handler ) = 0;
virtual void OutOfBandPrintf(netsrc_t sock, netadr_t &adr, PRINTF_FORMAT_STRING const char *format, ...) = 0;
virtual void SendConnectionless(netsrc_t sock, netadr_t &adr, unsigned char * data, int length ) = 0;
virtual void LogBadPacket(netpacket_t * packet) = 0;
// Address conversion
virtual bool StringToAdr ( const char *s, netadr_t *a) = 0;
// Convert from host to network byte ordering
virtual unsigned short HostToNetShort( unsigned short us_in );
// and vice versa
virtual unsigned short NetToHostShort( unsigned short us_in );
};
#endif // INETWORK_H