Make sure that all code included in the player and client is pure C. This helps on portability.
66 lines
1.1 KiB
C
66 lines
1.1 KiB
C
/* Copyright (C) 2007-2010 Erik Faye-Lund and Egbert Teeselink
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* For conditions of distribution and use, see copyright notice in LICENSE.TXT
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*/
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#ifndef SYNC_NETWORK_H
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#define SYNC_NETWORK_H
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#ifdef WIN32
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#include <winsock2.h>
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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#else
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#include <sys/socket.h>
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#include <netinet/in.h>
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#include <netdb.h>
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#define SOCKET int
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#define INVALID_SOCKET -1
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#endif
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#include "base.h"
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static const char *client_greet = "hello, synctracker!";
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static const char *server_greet = "hello, demo!";
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enum {
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SET_KEY = 0,
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DELETE_KEY = 1,
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GET_TRACK = 2,
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SET_ROW = 3,
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PAUSE = 4,
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SAVE_TRACKS = 5
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};
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static inline int init_network()
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{
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#ifdef WIN32
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WSADATA wsa;
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if (0 != WSAStartup(MAKEWORD(2, 0), &wsa))
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return 0;
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if (LOBYTE(wsa.wVersion) != 2 || HIBYTE(wsa.wVersion) != 0)
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return 0;
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#endif
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return 1;
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}
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static inline void close_network()
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{
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#ifdef WIN32
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WSACleanup();
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#endif
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}
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static inline int socket_poll(SOCKET socket)
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{
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struct timeval to = { 0, 0 };
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fd_set fds;
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FD_ZERO(&fds);
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FD_SET(socket, &fds);
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return select(0, &fds, NULL, NULL, &to) > 0;
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}
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#endif /* SYNC_NETWORK_H */
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