Files
RP411/MUNGA_L4/L4HOST.H
T
CydandClaude Opus 4.8 4abbf8879f Initial import of Red Planet v4.10 Win32 source
Imports the current Win32 source for the pod-racing game 'Red Planet',
built on the MUNGA engine and its L4 (Win32/DirectX) platform layer:

- MUNGA / MUNGA_L4: cross-platform engine core and Win32 backend
- RP / RP_L4: Red Planet game logic and Win32 application
- DivLoader, Setup1: asset loader and installer project
- lib, MUNGA_L4/openal, MUNGA_L4/sos: third-party audio dependencies

Removed stale Subversion metadata and added .gitignore/.gitattributes.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 07:59:51 -05:00

112 lines
3.8 KiB
C++

//===========================================================================//
// File: l4host.hpp //
// Project: MUNGA Brick: Connection Library //
// Contents: additional L4 data types and functions for hosts //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// 04/09/95 GAC Initial coding. //
//---------------------------------------------------------------------------//
// Copyright (C) 1994-1995, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#pragma once
#include "..\munga\host.h"
#include "..\munga\cstr.h"
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ L4Host ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#define L4HOST_PAD_BUFFER_SIZE 4096
//
//--------------------------------------------------------------------
// L4Host
//
// Derived from Host, so we can add a place to store the host's network
// socket pointer.
//--------------------------------------------------------------------
//
class L4Host:
public Host
{
public:
//
//--------------------------------------------------------------------
// Construction, Destruction, and testing
//--------------------------------------------------------------------
//
L4Host(
HostID host_ID,
HostType host_type,
const SOCKADDR_IN *network_address,
//WinSock support :ADB 01/06/07
//unsigned long NetworkSocket,
SOCKET NetworkScocket,
const CString &net_name);
~L4Host();
//
//--------------------------------------------------------------------
// Accessors
//--------------------------------------------------------------------
//
#if 0
enum ConnectionStatus
{
NoNetworkConnectionStatus, // Initial state, host just created with no net link
OpeningConnectionStatus, // Waiting for completion of an active open to this host
ListeningConnectionStatus, // Waiting for this host to connect to us
OnLineConnectionStatus // Host is on-line and ready
};
ConnectionStatus
GetConnectStatus()
{return ConnectStatus;}
void
SetConnectStatus(ConnectionStatus new_status)
{ConnectStatus = new_status;}
#endif
//WinSock support :ADB 01/06/07
//unsigned long GetNetworkSocket()
SOCKET GetNetworkSocket()
{return NetworkSocket;}
void
SetNetworkSocket(unsigned long net_socket)
{NetworkSocket = net_socket;}
CString
GetSymbolicName()
{return SymbolicName;}
//
// Nasty to make these things public but I'll have to clean them later
//
public:
#if defined(TRACE_SEND_BUFFER)
TraceOf<int>
*sendBufferTrace;
char
sendBufferTraceName[50];
#endif
char
pad_buffer[L4HOST_PAD_BUFFER_SIZE]; // a place to buffer up messages
unsigned short
pad_size, // total size of the pad buffer
pad_head, // circular buffer pointers for keeping track of the
pad_tail; // data in the pad buffer.
//
//--------------------------------------------------------------------
// Private data
//--------------------------------------------------------------------
//
private:
//WinSock support :ADB 01/06/07
//unsigned long NetworkSocket; // address of the network socket this host uses
SOCKET NetworkSocket; // address of the network socket this host uses
#if 0
ConnectionStatus
ConnectStatus; // current connection status
#endif
CString
SymbolicName; // Text version of net address from egg
};