1 /*
2  *  Copyright 2006  Serge van den Boom <svdb@stack.nl>
3  *
4  *  This program is free software; you can redistribute it and/or modify
5  *  it under the terms of the GNU General Public License as published by
6  *  the Free Software Foundation; either version 2 of the License, or
7  *  (at your option) any later version.
8  *
9  *  This program is distributed in the hope that it will be useful,
10  *  but WITHOUT ANY WARRANTY; without even the implied warranty of
11  *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
12  *  GNU General Public License for more details.
13  *
14  *  You should have received a copy of the GNU General Public License
15  *  along with this program; if not, write to the Free Software
16  *  Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
17  */
18 
19 #if !defined(UQM_SUPERMELEE_NETPLAY_NETMELEE_H_) && defined(NETPLAY)
20 #define UQM_SUPERMELEE_NETPLAY_NETMELEE_H_
21 
22 #include "netplay.h"
23 #include "netinput.h"
24 #include "netconnection.h"
25 #include "packetsenders.h"
26 
27 #include "../../battlecontrols.h"
28 		// for NetworkInputContext
29 #include "../../controls.h"
30 		// for BATTLE_INPUT_STATE
31 #include "../../races.h"
32 		// for STARSHIP
33 
34 #if defined(__cplusplus)
35 extern "C" {
36 #endif
37 
38 extern struct NetConnection *netConnections[];
39 
40 
41 void addNetConnection(NetConnection *conn, int playerNr);
42 void removeNetConnection(int playerNr);
43 void closeAllConnections(void);
44 void closeDisconnectedConnections(void);
45 size_t getNumNetConnections(void);
46 typedef bool(*ForEachConnectionCallback)(NetConnection *conn, void *arg);
47 bool forEachConnectedPlayer(ForEachConnectionCallback callback, void *arg);
48 
49 struct melee_state *NetMelee_getMeleeState(NetConnection *conn);
50 struct battlestate_struct *NetMelee_getBattleState(NetConnection *conn);
51 
52 void netInput(void);
53 void netInputBlocking(uint32 timeoutMs);
54 void flushPacketQueues(void);
55 
56 void confirmConnections(void);
57 void cancelConfirmations(void);
58 void connectionsLocalReady(NetConnection_ReadyCallback callback, void *arg);
59 
60 bool allConnected(void);
61 
62 void initBattleStateDataConnections(void);
63 void setBattleStateConnections(struct battlestate_struct *bs);
64 
65 BATTLE_INPUT_STATE networkBattleInput(NetworkInputContext *context,
66 		STARSHIP *StarShipPtr);
67 
68 NetConnection *openPlayerNetworkConnection(COUNT player, void *extra);
69 void closePlayerNetworkConnection(COUNT player);
70 
71 bool setupInputDelay(size_t localInputDelay);
72 bool setStateConnections(NetState state);
73 bool sendAbortConnections(NetplayAbortReason reason);
74 bool resetConnections(NetplayResetReason reason);
75 bool localReadyConnections(NetConnection_ReadyCallback readyCallback,
76 		void *arg, bool notifyRemote);
77 
78 bool negotiateReady(NetConnection *conn, bool notifyRemote,
79 		NetState nextState);
80 bool negotiateReadyConnections(bool notifyRemote, NetState nextState);
81 bool waitReady(NetConnection *conn);
82 
83 bool waitReset(NetConnection *conn, NetState nextState);
84 bool waitResetConnections(NetState nextState);
85 
86 #if defined(__cplusplus)
87 }
88 #endif
89 
90 #endif  /* UQM_SUPERMELEE_NETPLAY_NETMELEE_H_ */
91