#ifndef __D_NET__ #define __D_NET__ #include "i_net.h" #include "d_ticcmd.h" enum { MAXPLAYERS = 8 }; class FDynamicBuffer { public: FDynamicBuffer (); ~FDynamicBuffer (); void SetData (const uint8_t *data, int len); uint8_t *GetData (int *len = NULL); private: uint8_t *m_Data; int m_Len, m_BufferLen; }; extern FDynamicBuffer NetSpecs[MAXPLAYERS][BACKUPTICS]; // Create any new ticcmds and broadcast to other players. void NetUpdate (void); // Broadcasts special packets to other players // to notify of game exit void D_QuitNetGame (void); //? how many ticks to run? void TryRunTics (void); //Use for checking to see if the netgame has stalled void Net_CheckLastReceived(int); // [RH] Functions for making and using special "ticcmds" void Net_NewMakeTic (); void Net_WriteByte (uint8_t); void Net_WriteWord (short); void Net_WriteLong (int); void Net_WriteFloat (float); void Net_WriteString (const char *); void Net_WriteBytes (const uint8_t *, int len); void Net_DoCommand (int type, uint8_t **stream, int player); void Net_SkipCommand (int type, uint8_t **stream); void Net_ClearBuffers (); // Netgame stuff (buffers and pointers, i.e. indices). // This is the interface to the packet driver, a separate program // in DOS, but just an abstraction here. extern doomcom_t doomcom; extern struct ticcmd_t localcmds[LOCALCMDTICS]; extern int maketic; extern int nettics[MAXNETNODES]; extern int netdelay[MAXNETNODES][BACKUPTICS]; extern int nodeforplayer[MAXPLAYERS]; extern ticcmd_t netcmds[MAXPLAYERS][BACKUPTICS]; extern int ticdup; extern bool nodeingame[MAXNETNODES]; // set false as nodes leave game extern bool hadlate; extern uint64_t lastglobalrecvtime; // Identify the last time a packet was received. #endif