doom3-bfg/neo/sys/sys_lobby_backend_direct.h

74 lines
3.1 KiB
C++

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
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__