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- Small changes to client network handling to be more accurate and efficient - Added observer mode when a user loses a network game
59 lines
1.4 KiB
C++
59 lines
1.4 KiB
C++
// ==============================================================
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// This file is part of Glest (www.glest.org)
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//
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// Copyright (C) 2001-2008 Martio Figueroa
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//
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// You can redistribute this code and/or modify it under
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// the terms of the GNU General Public License as published
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// by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version
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// ==============================================================
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#ifndef _GLEST_GAME_NETWORKMANAGER_H_
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#define _GLEST_GAME_NETWORKMANAGER_H_
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#include <cassert>
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#include "socket.h"
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#include "checksum.h"
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#include "server_interface.h"
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#include "client_interface.h"
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using Shared::Util::Checksum;
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namespace Glest{ namespace Game{
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// =====================================================
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// class NetworkManager
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// =====================================================
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enum NetworkRole{
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nrServer,
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nrClient,
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nrIdle
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};
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class NetworkManager{
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private:
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GameNetworkInterface* gameNetworkInterface;
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NetworkRole networkRole;
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public:
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static NetworkManager &getInstance();
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NetworkManager();
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void init(NetworkRole networkRole);
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void end();
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void update();
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bool isNetworkGame();
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GameNetworkInterface* getGameNetworkInterface();
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ServerInterface* getServerInterface();
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ClientInterface* getClientInterface();
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NetworkRole getNetworkRole() { return networkRole; }
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};
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}}//end namespace
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#endif
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