reman3/Rayman_X/cpa/tempgrp/NET/PrivL0TCP.h

146 lines
3.9 KiB
C

/*
PrivL0TCP.h
*/
#ifndef PRIVL0TCP_H
#define PRIVL0TCP_H
#include <NET\L0TCP.h>
#if !defined(__L0TCPPCWIN95_TYPES__)
#define __L0TCPPCWIN95_TYPES__
#if !defined(ONLY_TYPES)
#define L0TCPPCWIN95_UNDEF
#define ONLY_TYPES
#endif /* !ONLY_TYPES */
/*
* include here any other include files you need
*/
#include <windows.h>
#include <NET\macros.h>
#include "L0GlDef.h"
#ifndef _WINSOCKAPI_
#include <winsock.h>
#endif
#if defined(L0TCPPCWIN95_UNDEF)
#undef ONLY_TYPES
#undef L0TCPPCWIN95_UNDEF
#endif /* !L0TCPPCWIN95_UNDEF */
/* maximum number of channels managed by the layer */
#define C_ucL0MaxNumberOfTCPChannels ((unsigned char)15)
/*
* template name for all structures
* typedef struct tdstL0PCWin95TCPChannel_
* {
* } tdstL0PCWin95TCP;
*/
typedef struct tdstL0PCWin95TCPChannel_
{
tdeNetTransferStatus eChannelStatus;
/* the socket descriptor used for this channel */
SOCKET uiSD;
/* IP address of the destination host */
struct sockaddr_in stRemoteAddr;
/* buffer for storing the message being received */
tdpPointer pMsg;
/* number of bytes read and left to read to get the complete current message */
unsigned long ulBytesRead, ulBytesLeft;
/* can this channel be used to send broadcast messages ? */
unsigned char ubf1IsBroadcast : 1;
/* is it a channel opened to have a direct route to a player ? */
unsigned char ubf1IsReconnect : 1;
/* is this slot in use in the protocol's array of channels ? */
unsigned char ubf1IsSlotInUse : 1;
/* is this slot connected ? (i.e. connect/accept handshake is complete)*/
unsigned char ubf1IsConnected : 1;
} tdstL0PCWin95TCPChannel;
typedef enum {
eFirstConnect, eReconnect
} tdeTCPConnectMode;
#endif /* !__L0TCPPCWIN95_TYPES__ */
#if !defined(ONLY_TYPES)
#if !defined(__L0TCPPCWIN95_VARS__)
#define __L0TCPPCWIN95_VARS__
#undef EXTERN
#undef extern
#if !defined(GLOBALS)
#define EXTERN extern
#else /* !GLOBALS */
#define EXTERN
#endif /* !GLOBALS */
/*
* variables of the above types are here. declarations with initialization
* are of the form:
*
* <type> <variable name>
* #if defined(GLOBALS)
* = <initial values>
* #endif
* ;
*/
#endif /* !__L0TCPPCWIN95_VARS__ */
#if !defined (__L0TCPPCWIN95_PROTOS__)
#define __L0TCPPCWIN95_PROTOS__
/*
* put here the prototypes of the handler functions for the object
*/
tduwNetChannel uwL0PCWin95TCPStartChannelScan(void);
tduwNetChannel uwL0PCWin95TCPNextChannel(tduwNetChannel);
tduwNetChannel uwL0PCWin95TCPStartBroadcastChannelScan(void);
tduwNetChannel uwL0PCWin95TCPNextBroadcastChannel(tduwNetChannel);
NetLib_tdeErrorStatus eL0PCWin95TCPReadData(tduwNetChannel *, tdpPointer *);
NetLib_tdeErrorStatus eL0PCWin95TCPSendData(tduwNetChannel , tdpPointer);
NetLib_tdeErrorStatus eL0PCWin95TCPQueryChannelStatus(tduwNetChannel);
NetLib_tdeErrorStatus eL0PCWin95TCPChannelConnect(unsigned short, long, tdeTCPConnectMode, tduwNetChannel *);
NetLib_tdeErrorStatus eL0PCWin95TCPReconnect(unsigned short, long);
NetLib_tdeErrorStatus eL0PCWin95TCPGetPortAndAddress(unsigned short *, unsigned long *);
void vL0PCWin95TCPNewRouteKnown(tduwNetChannel);
tduwNetChannel uwL0PCWin95TCPGetNewReconnectChannel(void);
NetLib_tdeErrorStatus eL0PCWin95TCPInit(void);
void vL0PCWin95TCPCloseProtocol(void);
/* declarations needed when compiling for gameservice */
#define GS_FUNCTIONCALL __cdecl
typedef void (*tdfn_vConnectionResult)(int);
_NET_EXPORT_ void _NET_CALLING_CONV_ vL0PCWin95TCPCloseListenPort();
_NET_EXPORT_ void _NET_CALLING_CONV_ vL0PCWin95TCPGSSetCallBackResult(tdfn_vConnectionResult pfnConnectionResult);
_NET_EXPORT_ void GS_FUNCTIONCALL vL0PCWin95TCPGSSetPLayer(unsigned short, unsigned short);
_NET_EXPORT_ void GS_FUNCTIONCALL vL0PCWin95TCPGSSetChannel(unsigned short, char *);
_NET_EXPORT_ void GS_FUNCTIONCALL vL0PCWin95TCPGSInitiateConnection(void);
#endif /* !__L0TCPPCWIN95_PROTOS__ */
#endif /* !ONLY_TYPES */
#endif /* PRIVL0TCP_H */