Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
67 lines
1.5 KiB
C++
67 lines
1.5 KiB
C++
//===========================================================================//
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// File: NetLog.hpp
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 04/05/01 JSE Inital coding
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//---------------------------------------------------------------------------//
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// Copyright (C) 1998, Microsoft Corp. //
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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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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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#pragma once
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#include "MW4.hpp"
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namespace MechWarrior4
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{
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class NetLog;
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}
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//define NET_LOG_ON
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#ifdef NET_LOG_ON
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extern NetLog gNetworkLog;
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#define OPEN_NET_LOG() gNetworkLog.Init();
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#define NET_LOG(data, tab_level, client, incoming) gNetworkLog.Log(data, tab_level, client, incoming);
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#define CLOSE_NET_LOG() gNetworkLog.Close();
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#else
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#define OPEN_NET_LOG() ((void)0)
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#define NET_LOG(data, tab_level, client, incoming) ((void)0)
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#define CLOSE_NET_LOG() ((void)0)
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#endif
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namespace MechWarrior4
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{
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class NetLog
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{
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public:
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bool open;
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NetLog(){open=false;}
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~NetLog(){}
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void Init();
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void Log(MString data, int tab_level, int client, bool incoming);
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void Close();
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};
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}
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