//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef INETWORK_H #define INETWORK_H #ifdef _WIN32 #pragma once #endif class IConnectionlessPacketHandler; abstract_class INetwork { public: virtual ~INetwork( void ) {}; virtual void Init( void ) = 0; virtual void Config (bool multiplayer); virtual void IsMultiplayer( void ) = 0; // true = full MP mode, false = loopback SP mode virtual void IsEnabled( void ) = 0; // shuts down Network, closes all UPD/TCP channels virtual void Shutdown( void ) = 0; // must be called each system frame to do any asynchronouse TCP stuff virtual void RunFrame( double time ) = 0; virtual void ProcessSocket( netsrc_t sock, IConnectionlessPacketHandler * handler ) = 0; virtual void OutOfBandPrintf(netsrc_t sock, netadr_t &adr, PRINTF_FORMAT_STRING const char *format, ...) = 0; virtual void SendConnectionless(netsrc_t sock, netadr_t &adr, unsigned char * data, int length ) = 0; virtual void LogBadPacket(netpacket_t * packet) = 0; // Address conversion virtual bool StringToAdr ( const char *s, netadr_t *a) = 0; // Convert from host to network byte ordering virtual unsigned short HostToNetShort( unsigned short us_in ); // and vice versa virtual unsigned short NetToHostShort( unsigned short us_in ); }; #endif // INETWORK_H