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https://github.com/id-Software/DOOM-3-BFG.git
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74 lines
3.1 KiB
C++
74 lines
3.1 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __SYS_LOBBY_BACKEND_DIRECT_H__
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#define __SYS_LOBBY_BACKEND_DIRECT_H__
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/*
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========================
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idLobbyBackendDirect
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========================
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*/
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class idLobbyBackendDirect : public idLobbyBackend
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{
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public:
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idLobbyBackendDirect();
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// idLobbyBackend interface
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virtual void StartHosting( const idMatchParameters& p, float skillLevel, lobbyBackendType_t type );
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virtual void StartFinding( const idMatchParameters& p, int numPartyUsers, float skillLevel );
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virtual void JoinFromConnectInfo( const lobbyConnectInfo_t& connectInfo );
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virtual void GetSearchResults( idList< lobbyConnectInfo_t >& searchResults );
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virtual void FillMsgWithPostConnectInfo( idBitMsg& msg ) {}
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virtual void PostConnectFromMsg( idBitMsg& msg ) {}
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virtual void Shutdown();
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virtual void GetOwnerAddress( lobbyAddress_t& outAddr );
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virtual void SetIsJoinable( bool joinable );
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virtual lobbyConnectInfo_t GetConnectInfo();
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virtual bool IsOwnerOfConnectInfo( const lobbyConnectInfo_t& connectInfo ) const;
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virtual void Pump();
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virtual void UpdateMatchParms( const idMatchParameters& p );
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virtual void UpdateLobbySkill( float lobbySkill );
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virtual void SetInGame( bool value );
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virtual lobbyBackendState_t GetState()
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{
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return state;
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}
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virtual void BecomeHost( int numInvites );
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virtual void FinishBecomeHost();
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virtual void RegisterUser( lobbyUser_t* user, bool isLocal );
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virtual void UnregisterUser( lobbyUser_t* user, bool isLocal );
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private:
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lobbyBackendState_t state;
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netadr_t address;
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};
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#endif // __SYS_LOBBY_BACKEND_DIRECT_H__
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