/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition Source Code 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 3 of the License, or (at your option) any later version. Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #ifndef __SYS_LOBBY_BACKEND_DIRECT_H__ #define __SYS_LOBBY_BACKEND_DIRECT_H__ /* ======================== idLobbyBackendDirect ======================== */ class idLobbyBackendDirect : public idLobbyBackend { public: idLobbyBackendDirect(); // idLobbyBackend interface virtual void StartHosting( const idMatchParameters& p, float skillLevel, lobbyBackendType_t type ); virtual void StartFinding( const idMatchParameters& p, int numPartyUsers, float skillLevel ); virtual void JoinFromConnectInfo( const lobbyConnectInfo_t& connectInfo ); virtual void GetSearchResults( idList< lobbyConnectInfo_t >& searchResults ); virtual void FillMsgWithPostConnectInfo( idBitMsg& msg ) {} virtual void PostConnectFromMsg( idBitMsg& msg ) {} virtual void Shutdown(); virtual void GetOwnerAddress( lobbyAddress_t& outAddr ); virtual void SetIsJoinable( bool joinable ); virtual lobbyConnectInfo_t GetConnectInfo(); virtual bool IsOwnerOfConnectInfo( const lobbyConnectInfo_t& connectInfo ) const; virtual void Pump(); virtual void UpdateMatchParms( const idMatchParameters& p ); virtual void UpdateLobbySkill( float lobbySkill ); virtual void SetInGame( bool value ); virtual lobbyBackendState_t GetState() { return state; } virtual void BecomeHost( int numInvites ); virtual void FinishBecomeHost(); virtual void RegisterUser( lobbyUser_t* user, bool isLocal ); virtual void UnregisterUser( lobbyUser_t* user, bool isLocal ); private: lobbyBackendState_t state; netadr_t address; }; #endif // __SYS_LOBBY_BACKEND_DIRECT_H__