28 #define NET_NONE                0               // if no protocol is active or none are selected 
   34 #define MAX_PACKET_SIZE         512 
   36 #define DEFAULT_GAME_PORT 7808 
   53 #define INVALID_SOCKET (PSNET_SOCKET)(~0) 
   56 #define UDP_HEADER_SIZE                                         34 
   57 #define TCP_HEADER_SIZE                                         40 
   58 #define TCP_HEADER_SIZE_COMPRESSED              6 
   61 #define NETWORK_ERROR_NONE                                      0 
   62 #define NETWORK_ERROR_NO_TYPE                           -1 
   63 #define NETWORK_ERROR_NO_WINSOCK                        -2 
   64 #define NETWORK_ERROR_NO_PROTOCOL               -3 
   65 #define NETWORK_ERROR_RELIABLE                  -4 
   66 #define NETWORK_ERROR_CONNECT_TO_ISP    -5 
   67 #define NETWORK_ERROR_LAN_AND_RAS               -6 
   70 #define PSNET_NUM_TYPES                                         5 
   71 #define PSNET_TYPE_UNRELIABLE                           0 
   72 #define PSNET_TYPE_RELIABLE                             1 
   73 #define PSNET_TYPE_USER_TRACKER                 2 
   74 #define PSNET_TYPE_GAME_TRACKER                 3 
   75 #define PSNET_TYPE_VALIDATION                           4 
   89 #define NETWORK_CONNECTION_NONE                 1 
   90 #define NETWORK_CONNECTION_DIALUP               2 
   91 #define NETWORK_CONNECTION_LAN                  3 
   98 #define RNF_UNUSED                      0               // Completely clean socket.. 
   99 #define RNF_CONNECTED           1               // Connected and running fine 
  100 #define RNF_BROKEN                      2               // Broken - disconnected abnormally 
  101 #define RNF_DISCONNECTED        3               // Disconnected cleanly 
  102 #define RNF_CONNECTING          4               // We received the connecting message, but haven't told the game yet. 
  103 #define RNF_LIMBO                               5               // between connecting and connected 
  119 int SELECT(
int nfds, fd_set *readfds, fd_set *writefds, fd_set*exceptfds, 
const timeval* 
timeout, 
int psnet_type);
 
  133 void psnet_init(
int protocol, 
int default_port);
 
int psnet_same(net_addr *a1, net_addr *a2)
 
int psnet_send(net_addr *who_to, void *data, int len, int np_index=-1)
 
int psnet_get(void *data, net_addr *from_addr)
 
uint PSNET_SOCKET_RELIABLE
 
void psnet_mark_received(PSNET_SOCKET_RELIABLE socket)
 
int psnet_rel_get_status(PSNET_SOCKET_RELIABLE sock)
 
int psnet_rel_check_for_listen(net_addr *addr)
 
void psnet_string_to_addr(net_addr *address, char *text)
 
void psnet_init(int protocol, int default_port)
 
ushort Psnet_default_port
 
GLenum GLuint GLenum GLsizei const GLchar * buf
 
void psnet_rel_connect_to_server(PSNET_SOCKET_RELIABLE *s, net_addr *server_addr)
 
int SELECT(int nfds, fd_set *readfds, fd_set *writefds, fd_set *exceptfds, const timeval *timeout, int psnet_type)
 
int RECVFROM(uint s, char *buf, int len, int flags, sockaddr *from, int *fromlen, int psnet_type)
 
uint PSNET_SOCKET_RELIABLE
 
int psnet_get_network_status()
 
void PSNET_TOP_LAYER_PROCESS()
 
void psnet_rel_close_socket(PSNET_SOCKET_RELIABLE *sockp)
 
int psnet_rel_send(PSNET_SOCKET_RELIABLE socket, ubyte *data, int length, int np_index=-1)
 
int psnet_is_valid_ip_string(char *ip_string, int allow_port=1)
 
int SENDTO(uint s, char *buf, int len, int flags, sockaddr *to, int tolen, int psnet_type)
 
GLbitfield GLuint64 timeout
 
char * psnet_addr_to_string(char *text, net_addr *address)
 
GLenum GLsizei GLenum GLenum const GLvoid * data
 
GLenum GLuint GLenum GLsizei length
 
int psnet_rel_get(PSNET_SOCKET_RELIABLE socket, ubyte *buffer, int max_length)
 
int psnet_broadcast(net_addr *who_to, void *data, int len)
 
int psnet_use_protocol(int type)
 
GLenum const GLvoid * addr