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>
465 lines
12 KiB
C++
465 lines
12 KiB
C++
//===========================================================================//
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// File: l4net.hh //
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// Project: MUNGA Brick: Network Manager //
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// Contents: Interface specification for network brick //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 03/02/95 GAC Initial coding. //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1994-1995, Virtual World Entertainment, Inc. //
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// PROPRIETARY AND CONFIDENTIAL //
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//===========================================================================//
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#if !defined(L4NET_HPP)
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# define L4NET_HPP
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# if !defined(L4HOST_HPP)
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# include <l4host.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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# if !defined(NETNUB_HPP)
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# include <netnub.hpp>
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# endif
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# if !defined(HOSTMGR_HPP)
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# include <hostmgr.hpp>
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# endif
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class NotationFile;
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class L4NetworkManager__ReceiveEggFileMessage;
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class L4NetworkManager__AcknowledgeEggFileMessage;
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class L4NetworkManager__HostConnectedMessage;
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class L4NetworkManager__HostDisconnectedMessage;
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class NetNub
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{
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friend int
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Netnub_Open_File(
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const char* filename,
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int access,
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unsigned int model
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);
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friend int
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Netnub_Write_File(
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int handle,
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void *buffer,
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size_t length
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);
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friend int
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Netnub_Close_File(int handle);
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public:
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static void
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SendCommand();
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};
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extern Netcom_Ptr
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Net_Common_Ptr;
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//~~~~~~~~~~~~~~~~~~~~~ MessageQueue__SendRequest ~~~~~~~~~~~~~~~~~~~~~~~~~~
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class MessageQueue__SendRequest:
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public Plug
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{
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friend class HostMessageBuffer__MessageQueue;
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friend class L4NetworkManager__MessageBuffer;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Private methods
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//
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private:
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MessageQueue__SendRequest(
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NetworkClient::ClientID client_ID,
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Receiver::Message *message
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);
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~MessageQueue__SendRequest();
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Logical
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TestInstance() const;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Private data
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//
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private:
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NetworkClient::ClientID
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clientID;
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Receiver::Message
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*messageToSend;
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};
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//~~~~~~~~~~~~~~~~~~~ HostMessageBuffer__MessageQueue ~~~~~~~~~~~~~~~~~~~~~~
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class HostMessageBuffer__MessageQueue:
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public Node
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{
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friend class L4NetworkManager__MessageBuffer;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Private methods
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//
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private:
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HostMessageBuffer__MessageQueue(HostID host_ID);
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~HostMessageBuffer__MessageQueue();
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Logical
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TestInstance() const;
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void
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AddSendRequest(
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NetworkClient::ClientID client_ID,
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Receiver::Message *message
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);
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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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typedef MessageQueue__SendRequest
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SendRequest;
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ChainOf<SendRequest*>
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sendRequestSocket;
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};
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//~~~~~~~~~~~~~~~~~~ L4NetworkManager__MessageBuffer ~~~~~~~~~~~~~~~~~~~~~~~
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class L4NetworkManager__MessageBuffer:
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public Node
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{
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Public methods
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//
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public:
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L4NetworkManager__MessageBuffer(L4NetworkManager *network_manager);
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~L4NetworkManager__MessageBuffer();
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Logical
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TestInstance() const;
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Logical
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IsEmpty();
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void
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AddSendRequest(
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HostID host_ID,
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NetworkClient::ClientID client_ID,
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Receiver::Message *message
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);
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void
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AttemptToSend();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Private data
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//
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private:
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L4NetworkManager
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*networkManager;
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typedef HostMessageBuffer__MessageQueue
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MessageQueue;
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TableOf<MessageQueue*, HostID>
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messageQueueSocket;
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IteratorPosition
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currentQueueIndex;
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CollectionSize
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bufferSize;
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#ifdef LAB_ONLY
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CollectionSize
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messageCount,
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maxBufferSize;
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#endif
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};
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inline Logical
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L4NetworkManager__MessageBuffer::IsEmpty()
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{
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Check(this);
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return (bufferSize == 0);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~ l4Network manager~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class L4NetworkManager:
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public NetworkManager
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{
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friend class L4NetworkManager__MessageBuffer;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Constructor, Destructor, Testing
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//
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public:
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L4NetworkManager();
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~L4NetworkManager();
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static Logical
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TestClass();
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Logical
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TestInstance() const;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Network message methods
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//
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public:
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void
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Send(
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Message *what,
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ClientID to,
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HostID host_ID);
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void
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ExclusiveBroadcast(
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Message *what,
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ClientID to
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);
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void
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StartConnecting(Mission *mission);
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Logical
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Shutdown();
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Logical
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CheckBuffers(NetworkPacket *packet);
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void
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RemovePacket(NetworkPacket *packet);
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Logical
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ExecuteBackground();
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void
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Marker(char *marker_text);
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void
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Mode(NetworkMode myMode);
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void
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CreateConsoleHost();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Network maintenance support
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//
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public:
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int
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netPlayerCount;
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enum NetworkState
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{
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NormalState,
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ConsoleOnly
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};
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enum NetworkStartupMode
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{
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SlaveMode,
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MasterMode
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};
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unsigned long
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CheckSocket(unsigned long socket);
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unsigned long
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ResolveAddress(CString host_name);
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unsigned long
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GetMyAddress();
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unsigned long
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OpenConnection(
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int connection_type, // NETNUB_TCP_LISTEN or NETNUB_TCP_OPEN
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int local_port,
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int remote_port,
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int internet_address
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);
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void
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CloseConnection(unsigned long socket_ptr); // socket address from netnub (to close)
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Logical
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GetNextMungaPacket(
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NetworkPacket *network_packet,
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HostManager::RemoteHostIterator* all_iterator
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Shared Data support
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//
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public:
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static Derivation ClassDerivations;
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static SharedData DefaultData;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Message Support
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//
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public:
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//
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// Message IDs
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//
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enum
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{
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AcknowledgeEggFileMessageID = NetworkManager::NextMessageID,
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HostConnectedMessageID,
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HostDisconnectedMessageID,
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NextMessageID
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};
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//
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// Message types
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//
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typedef L4NetworkManager__AcknowledgeEggFileMessage
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AcknowledgeEggFileMessage;
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typedef L4NetworkManager__HostConnectedMessage
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HostConnectedMessage;
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typedef L4NetworkManager__HostDisconnectedMessage
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HostDisconnectedMessage;
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//
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// Message table
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//
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static const HandlerEntry
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MessageHandlerEntries[];
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static MessageHandlerSet
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MessageHandlers;
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void
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ReceiveEggFileMessageHandler(
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ReceiveEggFileMessage *EggMessage
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);
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void
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AcknowledgeEggFileMessageHandler(
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AcknowledgeEggFileMessage *AcknowledgeEgg
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);
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void
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HostConnectedMessageHandler(
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HostConnectedMessage *HostConnected
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);
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void
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HostDisconnectedMessageHandler(
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HostDisconnectedMessage *ConsoleDisconnect
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Private methods
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//
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private:
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typedef ChainOf<L4Host*>
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DroppedMessageHostSocket;
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typedef ChainIteratorOf<L4Host*>
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DroppedMessageHostIterator;
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Logical
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SendMessageToNetnub(
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Message *message,
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ClientID client_ID,
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HostID host_ID
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);
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void
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SendBatchedMessageToNetnub(
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Message *message,
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ClientID client,
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DroppedMessageHostSocket *dropped_message_host_socket
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Private Data
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//
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private:
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int
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numberOfMungaHostsConnected,
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numberOfConsoleHostsConnected,
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remoteHostCount;
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NetworkStartupMode
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networkStartupMode;
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Logical
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eggAcknowledged;
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NetworkState
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currentNetworkState;
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L4Host
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*myConsoleHost;
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HostID
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nextOpenHostID;
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IteratorPosition
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lastHostIteratorPosition;
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typedef L4NetworkManager__MessageBuffer
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MessageBuffer;
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MessageBuffer
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messageBuffer;
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};
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//~~~~~~~~~~~~~~~~~~~~~~ L4NetworkManager inlines ~~~~~~~~~~~~~~~~~~~~~~~~~~
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// L4NetworkManager__AcknowledgeEggFileMessage
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// This message is sent back to the console to acknowledge receipt of the
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// egg, it indicates this computer has established all it's connections and
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// the console can procede with the next host
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//
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class L4NetworkManager__AcknowledgeEggFileMessage:
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public NetworkManager::Message
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{
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public:
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L4NetworkManager__AcknowledgeEggFileMessage():
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NetworkManager::Message(
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L4NetworkManager::AcknowledgeEggFileMessageID,
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sizeof(L4NetworkManager__AcknowledgeEggFileMessage)
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){}
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// L4NetworkManager__HostConnectedMessage
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// This message is generated internally by CheckBuffers and indicates that
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// a host has connected up to us. This is an INTERNAL message only and is
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// not ment to be sent on the network.
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class L4NetworkManager__HostConnectedMessage:
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public NetworkManager::Message
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{
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public:
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L4NetworkManager__HostConnectedMessage(HostID host_id,
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unsigned long network_address,
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unsigned long stream_pointer):
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NetworkManager::Message(
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L4NetworkManager::HostConnectedMessageID,
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sizeof(L4NetworkManager__HostConnectedMessage)
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), hostID(host_id),
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networkAddress(network_address),
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streamPointer(stream_pointer) {}
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HostID
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hostID;
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unsigned long
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networkAddress;
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unsigned long
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streamPointer;
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// L4NetworkManager__HostDisconnectedMessage
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// The console is expected to send us this message if it disconnects from us
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// for any reason. This allows the local host to setup the internal state
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// so the game will auto start even if the console can't stay connected to us
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// for some reason (for example, the console simulator in the game code can't
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// connect to more than one host at once).
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// !!! CheckBuffers should poll the connection state of all the streams and
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// generate this message automatically whenever a host drops off the net.
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// !!! HACK At the moment this message is always treated as if it came from
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// the console host, so it should only be sent down the console stream.
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//
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class L4NetworkManager__HostDisconnectedMessage:
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public NetworkManager::Message
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{
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public:
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L4NetworkManager__HostDisconnectedMessage(HostID host_id,
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unsigned long stream_pointer):
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NetworkManager::Message(
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L4NetworkManager::HostDisconnectedMessageID,
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sizeof(L4NetworkManager__HostDisconnectedMessage)
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), hostID(host_id),
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streamPointer(stream_pointer) {}
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HostID
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hostID;
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unsigned long
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streamPointer;
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};
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#endif
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