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[Stratagus-CVS] stratagus/src/include net_lowlevel.h netconnect.h


From: address@hidden
Subject: [Stratagus-CVS] stratagus/src/include net_lowlevel.h netconnect.h
Date: 22 Dec 2003 16:07:20 +1100

CVSROOT:        /home/strat
Module name:    stratagus
Changes by:      <address@hidden>       03/12/22 16:07:20

Modified files:
        src/include    : net_lowlevel.h netconnect.h 

Log message:
        Tabs Cleanup

Patches:
Index: stratagus/src/include/net_lowlevel.h
diff -u stratagus/src/include/net_lowlevel.h:1.32 
stratagus/src/include/net_lowlevel.h:1.33
--- stratagus/src/include/net_lowlevel.h:1.32   Sat Dec 20 16:33:27 2003
+++ stratagus/src/include/net_lowlevel.h        Mon Dec 22 16:07:20 2003
@@ -5,12 +5,12 @@
 //     /_______  /|__|  |__|  (____  /__| (____  /\___  /|____//____  >
 //             \/                  \/          \//_____/            \/
 //  ______________________                           ______________________
-//                       T H E   W A R   B E G I N S
-//        Stratagus - A free fantasy real time strategy game engine
+//                        T H E   W A R   B E G I N S
+//         Stratagus - A free fantasy real time strategy game engine
 //
-/address@hidden net_lowlevel.h -       The network low level header file. */
+/address@hidden net_lowlevel.h - The network low level header file. */
 //
-//     (c) Copyright 1998-2001 by Lutz Sammer
+//      (c) Copyright 1998-2001 by Lutz Sammer
 //
 //      This program is free software; you can redistribute it and/or modify
 //      it under the terms of the GNU General Public License as published by
@@ -26,7 +26,7 @@
 //      Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
 //      02111-1307, USA.
 //
-//     $Id: net_lowlevel.h,v 1.32 2003/12/20 05:33:27 jsalmon3 Exp $
+//      $Id: net_lowlevel.h,v 1.33 2003/12/22 05:07:20 wizzard Exp $
 
 #ifndef __NET_LOWLEVEL_H
 #define __NET_LOWLEVEL_H
@@ -34,7 +34,7 @@
 //@{
 
 /*----------------------------------------------------------------------------
---             Includes
+--  Includes
 ----------------------------------------------------------------------------*/
 
 #ifndef _MSC_VER
@@ -70,30 +70,30 @@
 
 // MS Knowledge base fix for SIO_GET_INTERFACE_LIST with NT4.0 ++
 #define SIO_GET_INTERFACE_LIST 0x4004747F
-#define IFF_UP         1
+#define IFF_UP 1
 #define IFF_LOOPBACK 4
 typedef struct _OLD_INTERFACE_INFO
 {
-  unsigned long iiFlags;         /* Interface flags */
-  SOCKADDR   iiAddress;          /* Interface address */
-  SOCKADDR   iiBroadcastAddress;       /* Broadcast address */
-  SOCKADDR   iiNetmask;          /* Network mask */
+  unsigned long iiFlags; /* Interface flags */
+  SOCKADDR   iiAddress;  /* Interface address */
+  SOCKADDR   iiBroadcastAddress; /* Broadcast address */
+  SOCKADDR   iiNetmask;  /* Network mask */
 } OLD_INTERFACE_INFO;
 #define INTERFACE_INFO OLD_INTERFACE_INFO
 
-#else          // UNIX
-#      include <sys/time.h>
-#      include <unistd.h>
-#  include <netinet/in.h>
-#  include <netdb.h>
-#  include <sys/socket.h>
-#  include <sys/ioctl.h>
-#  ifndef __BEOS__
-#       include <net/if.h>
-#      include <arpa/inet.h>
-#  endif
-#  define INVALID_SOCKET -1
-#endif         // !WIN32
+#else // UNIX
+#include <sys/time.h>
+#include <unistd.h>
+#include <netinet/in.h>
+#include <netdb.h>
+#include <sys/socket.h>
+#include <sys/ioctl.h>
+#ifndef __BEOS__
+#include <net/if.h>
+#include <arpa/inet.h>
+#endif
+#define INVALID_SOCKET -1
+#endif // !WIN32
 #endif // !USE_SDL_NET
 
 #ifndef INADDR_NONE
@@ -101,12 +101,12 @@
 #endif
 
 /*----------------------------------------------------------------------------
---             Defines
+--  Defines
 ----------------------------------------------------------------------------*/
 
 #define NIPQUAD(ad) \
-               (int)(((ad) >> 24) & 0xff), (int)(((ad) >> 16) & 0xff), \
-               (int)(((ad) >> 8) & 0xff), (int)((ad) & 0xff)
+       (int)(((ad) >> 24) & 0xff), (int)(((ad) >> 16) & 0xff), \
+       (int)(((ad) >> 8) & 0xff), (int)((ad) & 0xff)
 
 #ifdef USE_WIN32
 typedef SOCKET Socket;
@@ -115,20 +115,20 @@
 #endif
 
 /*----------------------------------------------------------------------------
---             Declarations
+--  Declarations
 ----------------------------------------------------------------------------*/
 
 /*----------------------------------------------------------------------------
---             Variables
+--  Variables
 ----------------------------------------------------------------------------*/
 
-extern int NetLastSocket;                              /// Last socket
-extern unsigned long NetLastHost;              /// Last host number (net 
format)
-extern int NetLastPort;                                                /// 
Last port number (net format)
-extern unsigned long NetLocalAddrs[];          /// Local IP-Addrs of this host 
(net format)
+extern int NetLastSocket;              /// Last socket
+extern unsigned long NetLastHost;      /// Last host number (net format)
+extern int NetLastPort;                /// Last port number (net format)
+extern unsigned long NetLocalAddrs[];  /// Local IP-Addrs of this host (net 
format)
 
 /*----------------------------------------------------------------------------
---             Functions
+--  Functions
 ----------------------------------------------------------------------------*/
 
        /// Hardware dependend network init.
@@ -137,7 +137,7 @@
 extern void NetExit(void);
        /// Resolve host in name or or colon dot notation.
 extern unsigned long NetResolveHost(const char* host);
-       ///             Get local IP from network file descriptor
+       /// Get local IP from network file descriptor
 extern int NetSocketAddr(const Socket sock);
        /// Open a UDP Socket port.
 extern Socket NetOpenUDP(int port);
@@ -150,18 +150,18 @@
        /// Set socket to non-blocking
 extern int NetSetNonBlocking(Socket sockfd);
        /// Open a TCP connection.
-extern int NetConnectTCP(Socket sockfd,unsigned long addr,int port);
+extern int NetConnectTCP(Socket sockfd, unsigned long addr, int port);
        /// Send through a UPD socket to a host:port.
-extern int NetSendUDP(Socket sockfd,unsigned long host,int port
-               ,const void* buf,int len);
+extern int NetSendUDP(Socket sockfd, unsigned long host, int port
+       , const void* buf, int len);
        /// Send through a TCP socket
-extern int NetSendTCP(Socket sockfd,const void* buf,int len);
+extern int NetSendTCP(Socket sockfd, const void* buf, int len);
        /// Wait for socket ready.
-extern int NetSocketReady(Socket sockfd,int timeout);
+extern int NetSocketReady(Socket sockfd, int timeout);
        /// Receive from a UDP socket.
-extern int NetRecvUDP(Socket sockfd,void* buf,int len);
+extern int NetRecvUDP(Socket sockfd, void* buf, int len);
        /// Receive from a TCP socket.
-extern int NetRecvTCP(Socket sockfd,void* buf,int len);
+extern int NetRecvTCP(Socket sockfd, void* buf, int len);
        /// Listen for connections on a TCP socket
 extern int NetListenTCP(Socket sockfd);
        /// Accept a connection on a TCP socket
@@ -169,4 +169,4 @@
 
 //@}
 
-#endif         // !__NET_LOWLEVEL_H
+#endif // !__NET_LOWLEVEL_H
Index: stratagus/src/include/netconnect.h
diff -u stratagus/src/include/netconnect.h:1.53 
stratagus/src/include/netconnect.h:1.54
--- stratagus/src/include/netconnect.h:1.53     Sat Dec 20 16:33:27 2003
+++ stratagus/src/include/netconnect.h  Mon Dec 22 16:07:20 2003
@@ -5,12 +5,12 @@
 //     /_______  /|__|  |__|  (____  /__| (____  /\___  /|____//____  >
 //             \/                  \/          \//_____/            \/
 //  ______________________                           ______________________
-//                       T H E   W A R   B E G I N S
-//        Stratagus - A free fantasy real time strategy game engine
+//                        T H E   W A R   B E G I N S
+//         Stratagus - A free fantasy real time strategy game engine
 //
-/address@hidden netconnect.h   -       The network connection setup header 
file. */
+/address@hidden netconnect.h - The network connection setup header file. */
 //
-//     (c) Copyright 1998-2003 by Lutz Sammer, Andreas Arens
+//      (c) Copyright 1998-2003 by Lutz Sammer, Andreas Arens
 //
 //      This program is free software; you can redistribute it and/or modify
 //      it under the terms of the GNU General Public License as published by
@@ -26,7 +26,7 @@
 //      Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
 //      02111-1307, USA.
 //
-//     $Id: netconnect.h,v 1.53 2003/12/20 05:33:27 jsalmon3 Exp $
+//      $Id: netconnect.h,v 1.54 2003/12/22 05:07:20 wizzard Exp $
 
 #ifndef __NETCONNECT_H__
 #define __NETCONNECT_H__
@@ -34,192 +34,192 @@
 //@{
 
 /*----------------------------------------------------------------------------
---             Includes
+--  Includes
 ----------------------------------------------------------------------------*/
 
 #include "map.h"
 
 /*----------------------------------------------------------------------------
---             Defines
+--  Defines
 ----------------------------------------------------------------------------*/
 
        /// Network protocol major version
-#define NetworkProtocolMajorVersion            0
+#define NetworkProtocolMajorVersion 0
        /// Network protocol minor version (maximal 99)
-#define NetworkProtocolMinorVersion            9
+#define NetworkProtocolMinorVersion 9
        /// Network protocol patch level (maximal 99)
-#define NetworkProtocolPatchLevel              0
+#define NetworkProtocolPatchLevel   0
        /// Network protocol version (1,2,3) -> 10203
 #define NetworkProtocolVersion \
-               
(NetworkProtocolMajorVersion*10000+NetworkProtocolMinorVersion*100 \
-               +NetworkProtocolPatchLevel)
+       (NetworkProtocolMajorVersion * 10000 + NetworkProtocolMinorVersion * 
100 \
+       + NetworkProtocolPatchLevel)
 
        /// Network protocol printf format string
-#define NetworkProtocolFormatString            "%d.%d.%d"
+#define NetworkProtocolFormatString "%d.%d.%d"
        /// Network protocol printf format arguments
-#define NetworkProtocolFormatArgs(v)           (v)/10000,((v)/100)%100,(v)%100
+#define NetworkProtocolFormatArgs(v) (v) / 10000,((v) / 100) % 100,(v) % 100
 
-#define NetworkDefaultPort             6660            /// Default 
communication port
+#define NetworkDefaultPort 6660  /// Default communication port
 
 /*----------------------------------------------------------------------------
---             Declarations
+--  Declarations
 ----------------------------------------------------------------------------*/
 
 /**
-**             Network systems active in current game.
+**  Network systems active in current game.
 */
 typedef struct _network_host_ {
-       unsigned long           Host;                           /// Host address
-       unsigned short          Port;                           /// Port on host
-       unsigned short          PlyNr;                          /// Player 
nummer
-       char                            PlyName[16];            /// Name of 
player
+       unsigned long  Host;         /// Host address
+       unsigned short Port;         /// Port on host
+       unsigned short PlyNr;        /// Player nummer
+       char           PlyName[16];  /// Name of player
 } NetworkHost;
 
 /**
-**             Connect state information of network systems active in current 
game.
+**  Connect state information of network systems active in current game.
 */
 typedef struct _network_state_ {
-       unsigned char           State;                          /// Menu: 
ConnectState
-       unsigned short          MsgCnt;                         /// Menu: 
Counter for state msg of same type (detect unreachable)
+       unsigned char  State;   /// Menu: ConnectState
+       unsigned short MsgCnt;  /// Menu: Counter for state msg of same type 
(detect unreachable)
        // Fill in here...
 } NetworkState;
 
 /**
-**             Multiplayer game setup menu state
+**  Multiplayer game setup menu state
 */
 typedef struct _setup_state_ {
-       unsigned char           ResOpt;                                         
/// Resources option
-       unsigned char           UnsOpt;                                         
/// Unit # option
-       unsigned char           FwsOpt;                                         
/// Fog of war option
-       unsigned char           TssOpt;                                         
/// Tileset select option
-       unsigned char           GaTOpt;                                         
/// Game type option
-       unsigned char           CompOpt[PlayerMax];             /// Free slot 
option selection
-       unsigned char           Ready[PlayerMax];               /// Client 
ready state
-       unsigned char           Race[PlayerMax];                /// Client race 
selection
-       unsigned long           LastFrame[PlayerMax];           /// Last 
message received
+       unsigned char ResOpt;                /// Resources option
+       unsigned char UnsOpt;                /// Unit # option
+       unsigned char FwsOpt;                /// Fog of war option
+       unsigned char TssOpt;                /// Tileset select option
+       unsigned char GaTOpt;                /// Game type option
+       unsigned char CompOpt[PlayerMax];    /// Free slot option selection
+       unsigned char Ready[PlayerMax];      /// Client ready state
+       unsigned char Race[PlayerMax];       /// Client race selection
+       unsigned long LastFrame[PlayerMax];  /// Last message received
        // Fill in here...
 } ServerSetup;
 
 /**
-**             Network init message.
+**  Network init message.
 **
-**             @todo Transfering the same data in each message is waste of 
bandwidth.
-**             I mean the versions and the UID ...
+**  @todo Transfering the same data in each message is waste of bandwidth.
+**  I mean the versions and the UID ...
 */
 typedef struct _init_message_ {
-       unsigned char  Type;                            /// Init message type
-       unsigned char  SubType;                         /// Init message subtype
-       int                                Stratagus;                           
/// Stratagus engine version
-       int                                Version;                             
/// Network protocol version
-       unsigned int   ConfUID;                         /// Engine 
configuration UID (Checksum)         // FIXME: not available yet
-       unsigned int   MapUID;                          /// UID of map to play. 
        // FIXME: add MAP name, path, etc
-       int                                Lag;                                 
        /// Lag time
-       int                                Updates;                             
/// Update frequency
-       char               HostsCount;                          /// Number of 
hosts
+       unsigned char  Type;        /// Init message type
+       unsigned char  SubType;     /// Init message subtype
+       int            Stratagus;   /// Stratagus engine version
+       int            Version;     /// Network protocol version
+       unsigned int   ConfUID;     /// Engine configuration UID (Checksum) 
FIXME: not available yet
+       unsigned int   MapUID;      /// UID of map to play. FIXME: add MAP 
name, path, etc
+       int            Lag;         /// Lag time
+       int            Updates;     /// Update frequency
+       char           HostsCount;  /// Number of hosts
 
        union {
-               NetworkHost             Hosts[PlayerMax];               /// 
Participant information
-               char                            MapPath[256];
-               ServerSetup             State;                                  
        /// Server Setup State information
+               NetworkHost Hosts[PlayerMax];  /// Participant information
+               char        MapPath[256];
+               ServerSetup State;             /// Server Setup State 
information
        } u;
 } InitMessage;
 
 /**
-**             Network init config message subtypes (menu state machine).
+**  Network init config message subtypes (menu state machine).
 */
 enum _ic_message_subtype_ {
-       ICMHello,                                               /// Client 
Request
-       ICMConfig,                                              /// Setup 
message configure clients
+       ICMHello,               /// Client Request
+       ICMConfig,              /// Setup message configure clients
 
-       ICMEngineMismatch,                              /// Stratagus engine 
version doesn't match
-       ICMProtocolMismatch,            /// Network protocol version doesn't 
match
-       ICMEngineConfMismatch,          /// Engine configuration isn't identical
-       ICMMapUidMismatch,                              /// MAP UID doesn't 
match
-
-       ICMGameFull,                            /// No player slots available
-       ICMWelcome,                                             /// Acknowledge 
for new client connections
-
-       ICMWaiting,                                             /// Client has 
received Welcome and is waiting for Map/State
-       ICMMap,                                         /// MapInfo (and 
Mapinfo Ack)
-       ICMState,                                               /// StateInfo
-       ICMResync,                                              /// Ack 
StateInfo change
-
-       ICMServerQuit,                          /// Server has quit game
-       ICMGoodBye,                                             /// Client 
wants to leave game
-       ICMSeeYou,                                              /// Client has 
left game
+       ICMEngineMismatch,      /// Stratagus engine version doesn't match
+       ICMProtocolMismatch,    /// Network protocol version doesn't match
+       ICMEngineConfMismatch,  /// Engine configuration isn't identical
+       ICMMapUidMismatch,      /// MAP UID doesn't match
+
+       ICMGameFull,            /// No player slots available
+       ICMWelcome,             /// Acknowledge for new client connections
+
+       ICMWaiting,             /// Client has received Welcome and is waiting 
for Map/State
+       ICMMap,                 /// MapInfo (and Mapinfo Ack)
+       ICMState,               /// StateInfo
+       ICMResync,              /// Ack StateInfo change
+
+       ICMServerQuit,          /// Server has quit game
+       ICMGoodBye,             /// Client wants to leave game
+       ICMSeeYou,              /// Client has left game
 
-       ICMGo,                                          /// Client is ready to 
run
+       ICMGo,                  /// Client is ready to run
 
-       ICMAYT,                                         /// Server asks are you 
there
-       ICMIAH,                                         /// Client answers I am 
here
+       ICMAYT,                 /// Server asks are you there
+       ICMIAH,                 /// Client answers I am here
 };
 
 /**
-**             Network Client connect states
+**  Network Client connect states
 */
 enum _net_client_con_state_ {
        ccs_unused = 0,
-       ccs_connecting,                         /// New client
-       ccs_connected,                          /// Has received slot info
-       ccs_mapinfo,                            /// Has received matching 
map-info
-       ccs_badmap,                                             /// Has 
received non-matching map-info
-       ccs_synced,                                             /// Client is 
in sync with server
-       ccs_async,                                              /// Server user 
has changed selection
-       ccs_changed,                            /// Client user has made menu 
selection
-       ccs_detaching,                          /// Client user wants to detach
-       ccs_disconnected,                               /// Client has detached
-       ccs_unreachable,                                /// Server is 
unreachable
-       ccs_usercanceled,                               /// Connection canceled 
by user
-       ccs_nofreeslots,                                /// Server has no more 
free slots
-       ccs_serverquits,                                /// Server quits
-       ccs_goahead,                            /// Server wants to start game
-       ccs_started,                            /// Server has started game
-       ccs_incompatibleengine,         /// Incompatible engine version
-       ccs_incompatiblenetwork,                /// Incompatible netowrk version
+       ccs_connecting,           /// New client
+       ccs_connected,            /// Has received slot info
+       ccs_mapinfo,              /// Has received matching map-info
+       ccs_badmap,               /// Has received non-matching map-info
+       ccs_synced,               /// Client is in sync with server
+       ccs_async,                /// Server user has changed selection
+       ccs_changed,              /// Client user has made menu selection
+       ccs_detaching,            /// Client user wants to detach
+       ccs_disconnected,         /// Client has detached
+       ccs_unreachable,          /// Server is unreachable
+       ccs_usercanceled,         /// Connection canceled by user
+       ccs_nofreeslots,          /// Server has no more free slots
+       ccs_serverquits,          /// Server quits
+       ccs_goahead,              /// Server wants to start game
+       ccs_started,              /// Server has started game
+       ccs_incompatibleengine,   /// Incompatible engine version
+       ccs_incompatiblenetwork,  /// Incompatible netowrk version
 };
 
 /*----------------------------------------------------------------------------
---             Variables
+--  Variables
 ----------------------------------------------------------------------------*/
 
-extern char* NetworkArg;                               /// Network command 
line argument
-extern int NetPlayers;                                         /// Network 
players
-extern int NetworkPort;                                                /// 
Local network port to use
-
-extern char LocalPlayerName[16];               /// Name of local player
-
-extern int HostsCount;                                         /// Number of 
hosts.
-extern NetworkHost Hosts[PlayerMax];           /// Host, port, and number of 
all players.
-
-extern int NetConnectRunning;                          /// Network menu: Setup 
mode active
-extern NetworkState NetStates[PlayerMax];/// Network menu: Server: Client Host 
states
-extern unsigned char NetLocalState;            /// Network menu: Local 
Server/Client connect state
-extern int NetLocalHostsSlot;                          /// Network menu: Slot 
# in Hosts array of local client
-extern char NetTriesText[32];                          /// Network menu: 
Client tries count text
-extern char NetServerText[64];                         /// Network menu: Text 
describing the Network Server IP
-extern int NetLocalPlayerNumber;               /// Player number of local 
client
+extern char* NetworkArg;  /// Network command line argument
+extern int NetPlayers;    /// Network players
+extern int NetworkPort;   /// Local network port to use
+
+extern char LocalPlayerName[16];  /// Name of local player
+
+extern int HostsCount;                /// Number of hosts.
+extern NetworkHost Hosts[PlayerMax];  /// Host, port, and number of all 
players.
+
+extern int NetConnectRunning;              /// Network menu: Setup mode active
+extern NetworkState NetStates[PlayerMax];  /// Network menu: Server: Client 
Host states
+extern unsigned char NetLocalState;        /// Network menu: Local 
Server/Client connect state
+extern int NetLocalHostsSlot;              /// Network menu: Slot # in Hosts 
array of local client
+extern char NetTriesText[32];              /// Network menu: Client tries 
count text
+extern char NetServerText[64];             /// Network menu: Text describing 
the Network Server IP
+extern int NetLocalPlayerNumber;           /// Player number of local client
 
-extern ServerSetup ServerSetupState;           /// Network menu: Multiplayer 
Server Menu selections state
-extern ServerSetup LocalSetupState;            /// Network menu: Multiplayer 
Client Menu selections local state
+extern ServerSetup ServerSetupState;       /// Network menu: Multiplayer 
Server Menu selections state
+extern ServerSetup LocalSetupState;        /// Network menu: Multiplayer 
Client Menu selections local state
 
 /*----------------------------------------------------------------------------
---             Functions
+--  Functions
 ----------------------------------------------------------------------------*/
 
-extern void NetworkServerStartGame(void);              /// Server user has 
finally hit the start game button
-extern void NetworkConnectSetupGame(void);             /// Assign Player slot, 
evaluate Setup state..
+extern void NetworkServerStartGame(void);   /// Server user has finally hit 
the start game button
+extern void NetworkConnectSetupGame(void);  /// Assign Player slot, evaluate 
Setup state..
 
-extern void NetworkInitClientConnect(void); /// Setup network connect state 
machine for clients
-extern void NetworkExitClientConnect(void); /// Terminate network connect 
state machine for clients
-extern void NetworkInitServerConnect(void); /// Setup network connect state 
machine for the server
-extern void NetworkExitServerConnect(void); /// Terminate network connect 
state machine for the server
-extern int NetworkParseSetupEvent(const char *buf, int size); /// Parse a 
network connect event
-extern int NetworkSetupServerAddress(const char *serveraddr); /// Menu: Setup 
the server IP
-extern void NetworkProcessClientRequest(void); /// Menu Loop: Send out client 
request messages
-extern void NetworkProcessServerRequest(void); /// Menu Loop: Send out server 
request messages
-extern void NetworkServerResyncClients(void); /// Menu Loop: Server: Mark 
clients state to send stateinfo message
-extern void NetworkDetachFromServer(void); /// Menu Loop: Client: Send GoodBye 
to the server and detach
+extern void NetworkInitClientConnect(void);  /// Setup network connect state 
machine for clients
+extern void NetworkExitClientConnect(void);  /// Terminate network connect 
state machine for clients
+extern void NetworkInitServerConnect(void);  /// Setup network connect state 
machine for the server
+extern void NetworkExitServerConnect(void);  /// Terminate network connect 
state machine for the server
+extern int NetworkParseSetupEvent(const char *buf, int size);  /// Parse a 
network connect event
+extern int NetworkSetupServerAddress(const char *serveraddr);  /// Menu: Setup 
the server IP
+extern void NetworkProcessClientRequest(void);  /// Menu Loop: Send out client 
request messages
+extern void NetworkProcessServerRequest(void);  /// Menu Loop: Send out server 
request messages
+extern void NetworkServerResyncClients(void);  /// Menu Loop: Server: Mark 
clients state to send stateinfo message
+extern void NetworkDetachFromServer(void);  /// Menu Loop: Client: Send 
GoodBye to the server and detach
 
 //@}
 
-#endif         // !__NETCONNECT_H__
+#endif // !__NETCONNECT_H__




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