/* Header NetworkConnection Copyright (C) 2019 AleaJactaEst 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 . */ #ifndef NETWORK_CONNECTION_H #define NETWORK_CONNECTION_H #include "modules/bitstream/bitstream.h" #include "modules/bitstreamqueue/bitstreamqueue.h" #include "network_connection_core.h" class NetworkConnection : public Reference { GDCLASS(NetworkConnection, Reference) protected: static void _bind_methods(); public: NetworkConnection(); ~NetworkConnection(); /* _init must exist as it is called by Godot */ void _init() {}; void define_checksum_msg_xml(Array checksum_msg_xml); void define_server(String host, int64_t port); void define_user(String user_addr, String user_key, String user_id); void define_lang(String lang); void connect_to_server(); void disconnect_server(); void process(int delta); int get_state(); void put_command(Variant command); Variant get_server_messages(); Variant get_server_tick(); void terminate_network_connection(); //MessageDescriptionNode & get_master_message_description_node(); }; #endif // NETWORK_CONNECTION_H