src/network/network.h
author rubidium
Tue, 30 Sep 2008 20:39:50 +0000
changeset 10207 c291a21b304e
parent 9898 75347c78b276
child 10208 72c00af5c95d
permissions -rw-r--r--
(svn r14421) -Codechange: rename all player variables/types to company *or* client so it is immediatelly clear which one you are working with.
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/* $Id$ */
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/** @file network.h Basic functions/variables used all over the place. */
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#ifndef NETWORK_H
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#define NETWORK_H
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#include "../player_type.h"
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#ifdef ENABLE_NETWORK
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void NetworkStartUp();
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void NetworkShutDown();
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void NetworkDrawChatMessage();
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c29a7d37c3ce (svn r8949) -Codechange: only test the first NETWORK_REVISION_LENGTH - 1 characters when determining network compatability. This makes it possible to have 'long' branch names while still being able to play network games.
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extern bool _networking;         ///< are we in networking mode?
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extern bool _network_server;     ///< network-server is active
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extern bool _network_available;  ///< is network mode available?
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extern bool _network_dedicated;  ///< are we a dedicated server?
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extern bool _is_network_server;  ///< Does this client wants to be a network-server?
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#else /* ENABLE_NETWORK */
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/* Network function stubs when networking is disabled */
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static inline void NetworkStartUp() {}
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static inline void NetworkShutDown() {}
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static inline void NetworkDrawChatMessage() {}
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#define _networking 0
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#define _network_server 0
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#define _network_available 0
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#define _network_dedicated 0
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#define _is_network_server 0
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#endif /* ENABLE_NETWORK */
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/** As which company do we play? */
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extern CompanyID _network_playas;
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#endif /* NETWORK_H */