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0ad/source/network/Network.h
T
Ykkrosh dfb10c8209 # Various networking code cleanups.
Don't flush network queue after every message.
Desingletonify CGameAttributes to allow testing.
Make network server/client basically testable.
Add very basic tests for network server/client.
Fix FsmActionCtx memory leak.
Split CNetHost into a separate file.
Convert CNetHost, CNetSession to a more conventional coding style.
Delete CNetLogger, since it's a lot of complexity and is barely used and
is redundant with CLogger.
Other minor simplifications.

This was SVN commit r7623.
2010-06-07 22:19:05 +00:00

63 lines
1.4 KiB
C++

/* Copyright (C) 2010 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_NETWORK_NETWORK
#define INCLUDED_NETWORK_NETWORK
#include "ps/Pyrogenesis.h"
#include "NetMessage.h"
class CErrorMessage : public CNetMessage
{
public:
const char* m_Error;
CErrorMessage() :
CNetMessage(NMT_ERROR), m_Error(NULL)
{
}
CErrorMessage(const char* error) :
CNetMessage(NMT_ERROR), m_Error(error)
{
}
virtual CStr ToString() const;
};
struct CCloseRequestMessage : public CNetMessage
{
CCloseRequestMessage() :
CNetMessage(NMT_CLOSE_REQUEST)
{
}
virtual CStr ToString() const;
};
struct CConnectCompleteMessage : public CNetMessage
{
CConnectCompleteMessage() :
CNetMessage(NMT_CONNECT_COMPLETE)
{
}
virtual CStr ToString() const;
};
#endif