Archival snapshot of the Virtual World Entertainment Tesla cockpit software, 1994-1996: MUNGA engine and L4 pod layer source (Borland C++ 5.0), BT/RP game code, and game content (models, audio, maps, gauges, Division renderer data). Includes third-party libraries: Division dVS/DPL graphics, HMI SOS audio, WATTCP networking. Files are preserved byte-for-byte (.gitattributes disables all line-ending conversion). README.md documents the layout, target hardware, and toolchain. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
239 lines
6.0 KiB
C++
239 lines
6.0 KiB
C++
//===========================================================================//
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// File: host.hpp //
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// Project: MUNGA Brick: Connection Library //
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// Contents: Interface specification for base Host class //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 10/28/94 ECH Initial coding. //
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// 11/03/94 ECH Develop to munga spec //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1994-1995, Virtual World Entertainment, Inc. //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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#if !defined(HOST_HPP)
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# define HOST_HPP
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# if !defined(NODE_HPP)
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# include <node.hpp>
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# endif
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# if !defined(HOSTID_HPP)
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# include <hostid.hpp>
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# endif
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# if !defined(SCHAIN_HPP)
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# include <schain.hpp>
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# endif
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# if !defined(NETWORK_HPP)
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# include <network.hpp>
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# endif
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class Entity;
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//##########################################################################
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//####### Support types for entity identity and host manager #########
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//##########################################################################
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enum HostType
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{
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GameMachineHostType,
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CameraShipHostType,
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MissionReviewHostType,
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ConsoleHostType
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};
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//##########################################################################
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//############################ Host ##################################
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//##########################################################################
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class Host:
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public Node
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{
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friend class HostManager;
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friend class Host__AllEntityIterator;
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friend class Host__DynamicMasterEntityIterator;
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friend class Host__DynamicReplicantEntityIterator;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Public types
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//
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public:
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typedef Host__AllEntityIterator
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AllEntityIterator;
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//
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// NoNetworkConnectionStatus -
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// Initial state, host just created with no net link
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// OpeningConnectionStatus -
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// Waiting for completion of an active open to this host
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// ListeningConnectionStatus -
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// Waiting for this host to connect to us
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// OnLineConnectionStatus -
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// Host is on-line and ready
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//
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enum ConnectionStatus
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{
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NoNetworkConnectionStatus,
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OpeningConnectionStatus,
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ListeningConnectionStatus,
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OnLineConnectionStatus
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Construction, Destruction, and testing
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//
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public:
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Host(
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HostID host_ID,
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HostType host_type,
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NetworkAddress network_address
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);
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~Host();
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Logical
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TestInstance() const;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Accessors
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//
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public:
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HostType
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GetHostType();
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HostID
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GetHostID();
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NetworkAddress
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GetNetworkAddress();
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void
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SetNetworkAddress(NetworkAddress network_address);
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ConnectionStatus
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GetConnectStatus();
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void
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SetConnectStatus(ConnectionStatus new_status);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Host Manager support
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//
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private:
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void
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AddEntity(Entity *entity);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Private data
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//
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private:
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HostID
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hostID;
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HostType
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hostType;
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NetworkAddress
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networkAddress;
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ConnectionStatus
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currentConnectStatus;
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//
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// The all entity socket contains all entities that are on this host.
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//
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SChainOf<Entity*>
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allEntitySocket;
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//
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// The dynamic master entity socket contains all entities that are
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// masters and dynamic
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//
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SChainOf<Entity*>
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dynamicMasterEntitySocket;
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//
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// The dynamic replicant entity socket contains all entities that are
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// replicants and dynamic
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//
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SChainOf<Entity*>
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dynamicReplicantEntitySocket;
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Host inlines ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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inline HostType
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Host::GetHostType()
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{
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Check(this);
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return hostType;
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}
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inline HostID
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Host::GetHostID()
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{
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Check(this);
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return hostID;
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}
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inline NetworkAddress
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Host::GetNetworkAddress()
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{
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Check(this);
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return networkAddress;
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}
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inline void
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Host::SetNetworkAddress(NetworkAddress network_address)
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{
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Check(this);
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Verify(networkAddress == NullNetworkAddress);
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Verify(network_address != NullNetworkAddress);
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networkAddress = network_address;
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}
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inline Host::ConnectionStatus
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Host::GetConnectStatus()
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{
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Check(this);
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return currentConnectStatus;
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}
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inline void
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Host::SetConnectStatus(ConnectionStatus new_status)
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{
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Check(this);
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currentConnectStatus = new_status;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~ Host__AllEntityIterator ~~~~~~~~~~~~~~~~~~~~~~~~~
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class Host__AllEntityIterator:
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public SChainIteratorOf<Entity*>
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{
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public:
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Host__AllEntityIterator(Host *host);
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~Host__AllEntityIterator();
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};
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//~~~~~~~~~~~~~~~~~~~~ Host__DynamicMasterEntityIterator ~~~~~~~~~~~~~~~~~~~
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class Host__DynamicMasterEntityIterator:
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public SChainIteratorOf<Entity*>
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{
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public:
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Host__DynamicMasterEntityIterator(Host *host);
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~Host__DynamicMasterEntityIterator();
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};
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//~~~~~~~~~~~~~~~~~~~ Host__DynamicReplicantEntityIterator ~~~~~~~~~~~~~~~~~
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class Host__DynamicReplicantEntityIterator:
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public SChainIteratorOf<Entity*>
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{
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public:
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Host__DynamicReplicantEntityIterator(Host *host);
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~Host__DynamicReplicantEntityIterator();
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};
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#endif
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