📄 d_net.h
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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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