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