mirror of
https://github.com/ptitSeb/Serious-Engine
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68 lines
2.0 KiB
C++
68 lines
2.0 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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#ifndef SE_INCL_GAMEAGENT_H
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#define SE_INCL_GAMEAGENT_H
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#ifdef PRAGMA_ONCE
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#pragma once
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#endif
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extern CTString ga_strServer;
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extern CTString ga_strMSLegacy;
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extern BOOL ga_bMSLegacy;
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/// Initialize GameAgent.
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extern void GameAgent_ServerInit(void);
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/// Let GameAgent know that the server has stopped.
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extern void GameAgent_ServerEnd(void);
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/// GameAgent server update call which responds to enumeration pings and sends pings to masterserver.
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extern void GameAgent_ServerUpdate(void);
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/// Notify GameAgent that the server state has changed.
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extern void GameAgent_ServerStateChanged(void);
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/// Request serverlist enumeration.
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extern void GameAgent_EnumTrigger(BOOL bInternet);
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/// GameAgent client update for enumeration.
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extern void GameAgent_EnumUpdate(void);
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/// Cancel the GameAgent serverlist enumeration.
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extern void GameAgent_EnumCancel(void);
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#ifdef PLATFORM_WIN32
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DWORD WINAPI _MS_Thread(LPVOID lpParam);
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///
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DWORD WINAPI _LocalNet_Thread(LPVOID lpParam);
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#else
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void* _MS_Thread(void *arg);
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///
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void* _LocalNet_Thread(void *arg);
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#endif
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/// Server request structure. Primarily used for getting server pings.
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class CServerRequest {
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public:
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ULONG sr_ulAddress;
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USHORT sr_iPort;
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long long sr_tmRequestTime;
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public:
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CServerRequest(void);
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~CServerRequest(void);
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/* Destroy all objects, and reset the array to initial (empty) state. */
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void Clear(void);
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};
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#endif // include once check
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