/* ** 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/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 namespace WWOnline { class ChannelData; class GameStartEvent { public: const RefPtr& 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& channel, const UserList& users, unsigned long gameID); ~GameStartEvent() {} protected: GameStartEvent(const GameStartEvent&); const GameStartEvent operator=(const GameStartEvent&); private: HRESULT mResult; RefPtr mChannel; UserList mPlayers; unsigned long mGameID; }; class GameStartWait : public SingleWait, public Observer { public: static RefPtr 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__