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#include "dvlnet/loopback.h"
#include "utils/stubs.h"
#include "utils/language.h"
namespace devilution {
namespace net {
int loopback::create(std::string addrstr, std::string passwd)
{
return plr_single;
}
int loopback::join(std::string addrstr, std::string passwd)
{
ABORT();
}
bool loopback::SNetReceiveMessage(int *sender, char **data, int *size)
{
if (message_queue.empty())
return false;
message_last = message_queue.front();
message_queue.pop();
*sender = plr_single;
*size = message_last.size();
*data = reinterpret_cast<char *>(message_last.data());
return true;
}
bool loopback::SNetSendMessage(int dest, void *data, unsigned int size)
{
if (dest == plr_single || dest == SNPLAYER_ALL) {
auto *rawMessage = reinterpret_cast<unsigned char *>(data);
buffer_t message(rawMessage, rawMessage + size);
message_queue.push(message);
}
return true;
}
bool loopback::SNetReceiveTurns(char **data, unsigned int *size, DWORD *status)
{
for (auto i = 0; i < MAX_PLRS; ++i) {
size[i] = 0;
data[i] = nullptr;
}
return true;
}
bool loopback::SNetSendTurn(char *data, unsigned int size)
{
return true;
}
int loopback::SNetGetProviderCaps(struct _SNETCAPS *caps)
{
caps->size = 0; // engine writes only ?!?
caps->flags = 0; // unused
caps->maxmessagesize = 512; // capped to 512; underflow if < 24
caps->maxqueuesize = 0; // unused
caps->maxplayers = MAX_PLRS; // capped to 4
caps->bytessec = 1000000; // ?
caps->latencyms = 0; // unused
caps->defaultturnssec = 10; // ?
caps->defaultturnsintransit = 1; // maximum acceptable number
// of turns in queue?
return 1;
}
bool loopback::SNetRegisterEventHandler(event_type evtype,
SEVTHANDLER func)
{
// not called in real singleplayer mode
// not needed in pseudo multiplayer mode (?)
return true;
}
bool loopback::SNetUnregisterEventHandler(event_type evtype,
SEVTHANDLER func)
{
// not called in real singleplayer mode
// not needed in pseudo multiplayer mode (?)
return true;
}
bool loopback::SNetLeaveGame(int type)
{
return true;
}
bool loopback::SNetDropPlayer(int playerid, DWORD flags)
{
return true;
}
void loopback::setup_gameinfo(buffer_t info)
{
}
bool loopback::SNetGetOwnerTurnsWaiting(DWORD *turns)
{
*turns = 0;
return true;
}
bool loopback::SNetGetTurnsInTransit(DWORD *turns)
{
*turns = 0;
return true;
}
std::string loopback::make_default_gamename()
{
return std::string(_("loopback"));
}
} // namespace net
} // namespace devilution