/* Crystal Space Entity Layer Copyright (C) 2005 by Christian Van Brussel This library is free software; you can redistribute it and/or modify it under the terms of the GNU Library General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This library 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 Library General Public License for more details. You should have received a copy of the GNU Library General Public License along with this library; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #ifndef __CEL_GAME_TCP__ #define __CEL_GAME_TCP__ #include "csutil/csobject.h" #include "physicallayer/nettypes.h" #include "physicallayer/network.h" #include "plugins/network/tcp/tcpgameclient.h" #include "plugins/network/tcp/tcpgameserver.h" CS_PLUGIN_NAMESPACE_BEGIN(celTCPNetwork) { class celTCPGame : public csObject { friend class celTCPGameFactory; friend class celTCPGameClient; friend class celTCPGameServer; protected: celNetworkGameType game_type; celGameInfo game_info; celTCPGameServer* server; celTCPGameClient* client; public: SCF_DECLARE_IBASE_EXT (csObject); celTCPGame (celNetworkGameType game_type, celGameInfo* game_info); virtual ~celTCPGame (); virtual celNetworkGameType GetGameType () const { return game_type; } virtual celGameInfo* GetGameInfo () { return &game_info; } virtual bool IsServerAvailable () const { return server != 0; } virtual iCelGameServer* GetGameServer () const { return server ? &server->scfiCelGameServer : 0; } virtual bool IsClientAvailable () const { return client != 0; } virtual iCelGameClient* GetGameClient () const { return client ? &client->scfiCelGameClient : 0; } struct TCPGame : public iCelGame { SCF_DECLARE_EMBEDDED_IBASE (celTCPGame); virtual celNetworkGameType GetGameType () const { return scfParent->GetGameType (); } virtual celGameInfo* GetGameInfo () { return scfParent->GetGameInfo (); } virtual bool IsServerAvailable () const { return scfParent->IsServerAvailable (); } virtual iCelGameServer* GetGameServer () const { return scfParent->GetGameServer (); } virtual bool IsClientAvailable () const { return scfParent->IsClientAvailable (); } virtual iCelGameClient* GetGameClient () const { return scfParent->GetGameClient (); } } scfiCelGame; friend struct TCPGame; }; } CS_PLUGIN_NAMESPACE_END(celTCPNetwork) #endif // __CEL_GAME_TCP__