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📄 d_net.h

📁 The source code of Doom legacy for windows
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// Emacs style mode select   -*- C++ -*- //-----------------------------------------------------------------------------//// $Id: d_net.h,v 1.5 2001/02/10 12:27:13 bpereira Exp $//// Copyright (C) 1993-1996 by id Software, Inc.// Portions Copyright (C) 1998-2000 by DooM Legacy Team.//// This program 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.//// This program 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.////// $Log: d_net.h,v $// Revision 1.5  2001/02/10 12:27:13  bpereira// no message//// Revision 1.4  2000/09/15 19:49:22  bpereira// no message//// Revision 1.3  2000/08/31 14:30:55  bpereira// no message//// Revision 1.2  2000/02/27 00:42:10  hurdler// fix CR+LF problem//// Revision 1.1.1.1  2000/02/22 20:32:32  hurdler// Initial import into CVS (v1.29 pr3)////// DESCRIPTION://      Networking stuff.//      part of layer 4 (transport) (tp4) of the osi model//      assure the reception of packet and proceed a checksums////-----------------------------------------------------------------------------#ifndef __D_NET__#define __D_NET__//// Network play related stuff.// There is a data struct that stores network//  communication related stuff, and another//  one that defines the actual packets to//  be transmitted.//// Max computers in a game.#define MAXNETNODES             32#define BROADCASTADDR           MAXNETNODES // added xx/5/99: can use broadcast now#define MAXSPLITSCREENPLAYERS   2    // maximum number of players on a single computer#define STATLENGTH  (TICRATE*2)// stat of netextern  int    getbps,sendbps;extern  float  lostpercent,duppercent,gamelostpercent;extern  int    packetheaderlength;boolean Net_GetNetStat(void);extern  int    getbytes;extern  INT64  sendbytes;        // realtime updated void    Net_AckTicker(void);boolean Net_AllAckReceived(void);// if reliable return true if packet sent, 0 elseboolean HSendPacket(int   node, boolean reliable, byte acknum, int packetlength);boolean HGetPacket (void);boolean D_CheckNetGame (void);void    D_CloseConnection( void );void    Net_UnAcknowledgPacket(int node);void    Net_CloseConnection(int node);void    Net_AbortPacketType(char packettype);void    Net_SendAcks(int node);void    Net_WaitAllAckReceived( ULONG timeout );#endif

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