/* * NetworkGameProtocol.h Copyright (C) 2003 and beyond by Woody Zenfell, III and the "Aleph One" developers. 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. This license is contained in the file "COPYING", which is included with this source code; it is available online at http://www.gnu.org/licenses/gpl.html * Created by Woody Zenfell, III on Sat May 17 2003. * * Interface to a generic game protocol module. */ #ifndef NETWORKGAMEPROTOCOL_H #define NETWORKGAMEPROTOCOL_H #include "network_private.h" class NetworkGameProtocol { public: /* Distribute information to the whole net. */ virtual bool Enter(short* inNetStatePtr) = 0; virtual void Exit1() = 0; virtual void Exit2() = 0; virtual void DistributeInformation(short type, void *buffer, short buffer_size, bool send_to_self, bool only_send_to_team) = 0; virtual bool Sync(NetTopology* inTopology, int32 inSmallestGameTick, size_t inLocalPlayerIndex, size_t inServerPlayerIndex) = 0; virtual bool UnSync(bool inGraceful, int32 inSmallestPostgameTick) = 0; virtual int32 GetNetTime() = 0; virtual void PacketHandler(DDPPacketBuffer* inPacket) = 0; virtual ~NetworkGameProtocol() {} // action flags we can use for prediction, but aren't authoritative yet virtual int32 GetUnconfirmedActionFlagsCount() = 0; virtual uint32 PeekUnconfirmedActionFlag(int32 offset) = 0; virtual void UpdateUnconfirmedActionFlags() = 0; }; #endif // NETWORKGAMEPROTOCOL_H