/* ** 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 . */ /****************************************************************************** * * FILE * $Archive: /Commando/Code/Commando/FirewallWait.h $ * * DESCRIPTION * Firewall negotiation wait condition. * * PROGRAMMER * $Author: Denzil_l $ * * VERSION INFO * $Revision: 6 $ * $Modtime: 8/28/01 3:22p $ * ******************************************************************************/ #ifndef __FIREWALLWAIT_H__ #define __FIREWALLWAIT_H__ #include #include namespace WWOnline { class Session; } /* ** Wait code for firewall/NAT detection. ** ** ** */ class FirewallDetectWait : public SingleWait { public: static RefPtr Create(void); void WaitBeginning(void); WaitResult GetResult(void); protected: FirewallDetectWait(); virtual ~FirewallDetectWait(); FirewallDetectWait(const FirewallDetectWait&); const FirewallDetectWait& operator=(const FirewallDetectWait&); RefPtr mWOLSession; unsigned int mPingsRemaining; HANDLE mEvent; }; /* ** Wait class for clients when trying to open up a firewall for a server connection. ** */ class FirewallConnectWait : public SingleWait { public: static RefPtr Create(void); void WaitBeginning(void); WaitResult GetResult(void); virtual void EndWait(WaitResult, const wchar_t* endText); protected: FirewallConnectWait(); virtual ~FirewallConnectWait(); FirewallConnectWait(const FirewallConnectWait&); const FirewallConnectWait& operator=(const FirewallConnectWait&); RefPtr mWOLSession; unsigned int mPingsRemaining; HANDLE mEvent; HANDLE mCancelEvent; /* ** Did the port negotiation succeed? */ int mSuccessFlag; /* ** How many players in the queue ahead of us? */ unsigned int mQueueCount; unsigned int mLastQueueCount; unsigned long mStartTime; }; #endif // __FIREWALLWAIT_H__