rocket/sync/network.h
Erik Faye-Lund decf843c04 player/client: port to C
Make sure that all code included in the player and client is
pure C. This helps on portability.
2010-03-19 17:41:34 +01:00

66 lines
1.1 KiB
C

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