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CnC_Renegade/Code/WWOnline/WOLGame.h

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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** 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
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
*/
/******************************************************************************
*
* FILE
* $Archive: /Commando/Code/WWOnline/WOLGame.h $
*
* DESCRIPTION
*
* PROGRAMMER
* $Author: Steve_t $
*
* VERSION INFO
* $Revision: 6 $
* $Modtime: 8/21/02 12:31p $
*
******************************************************************************/
#ifndef __WOLGAME_H__
#define __WOLGAME_H__
#include "RefPtr.h"
#include "WOLUser.h"
#include "WaitCondition.h"
#include <WWLib\Notify.h>
namespace WWOnline {
class ChannelData;
class GameStartEvent
{
public:
const RefPtr<ChannelData>& GetChannel(void) const
{return mChannel;}
const UserList& GetPlayers(void) const
{return mPlayers;}
const unsigned long GetGameID(void) const
{return mGameID;}
bool IsSuccess(void) const
{return SUCCEEDED(mResult);}
const char* GetErrorDescription(void) const;
GameStartEvent(HRESULT result) :
mResult(result),
mGameID(0)
{}
GameStartEvent(const RefPtr<ChannelData>& channel, const UserList& users, unsigned long gameID);
~GameStartEvent()
{}
protected:
GameStartEvent(const GameStartEvent&);
const GameStartEvent operator=(const GameStartEvent&);
private:
HRESULT mResult;
RefPtr<ChannelData> mChannel;
UserList mPlayers;
unsigned long mGameID;
};
class GameStartWait :
public SingleWait,
public Observer<GameStartEvent>
{
public:
static RefPtr<GameStartWait> Create(const UserList& players, void(*callback)(void) = NULL);
void WaitBeginning(void);
protected:
GameStartWait(const UserList& players, void(*callback)(void) = NULL);
virtual ~GameStartWait();
// Prevent copy and assignment
GameStartWait(const GameStartWait&);
const GameStartWait& operator=(const GameStartWait&);
void HandleNotification(GameStartEvent&);
void EndWait(WaitResult result, const wchar_t* endText);
void (*mTimeoutCallback)(void);
NativeWOLUserList mPlayers;
};
}
#endif // __WOLGAME_H__