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Initial commit of Command & Conquer Renegade source code.
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119
Code/Commando/FirewallWait.h
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119
Code/Commando/FirewallWait.h
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/******************************************************************************
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*
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* FILE
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* $Archive: /Commando/Code/Commando/FirewallWait.h $
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*
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* DESCRIPTION
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* Firewall negotiation wait condition.
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*
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* PROGRAMMER
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* $Author: Denzil_l $
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*
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* VERSION INFO
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* $Revision: 6 $
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* $Modtime: 8/28/01 3:22p $
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*
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******************************************************************************/
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#ifndef __FIREWALLWAIT_H__
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#define __FIREWALLWAIT_H__
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#include <WWOnline\WaitCondition.h>
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#include <windows.h>
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namespace WWOnline
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{
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class Session;
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}
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/*
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** Wait code for firewall/NAT detection.
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**
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**
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**
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*/
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class FirewallDetectWait :
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public SingleWait
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{
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public:
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static RefPtr<FirewallDetectWait> Create(void);
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void WaitBeginning(void);
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WaitResult GetResult(void);
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protected:
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FirewallDetectWait();
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virtual ~FirewallDetectWait();
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FirewallDetectWait(const FirewallDetectWait&);
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const FirewallDetectWait& operator=(const FirewallDetectWait&);
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RefPtr<WWOnline::Session> mWOLSession;
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unsigned int mPingsRemaining;
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HANDLE mEvent;
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};
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/*
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** Wait class for clients when trying to open up a firewall for a server connection.
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**
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*/
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class FirewallConnectWait :
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public SingleWait
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{
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public:
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static RefPtr<FirewallConnectWait> Create(void);
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void WaitBeginning(void);
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WaitResult GetResult(void);
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virtual void EndWait(WaitResult, const wchar_t* endText);
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protected:
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FirewallConnectWait();
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virtual ~FirewallConnectWait();
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FirewallConnectWait(const FirewallConnectWait&);
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const FirewallConnectWait& operator=(const FirewallConnectWait&);
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RefPtr<WWOnline::Session> mWOLSession;
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unsigned int mPingsRemaining;
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HANDLE mEvent;
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HANDLE mCancelEvent;
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/*
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** Did the port negotiation succeed?
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*/
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int mSuccessFlag;
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/*
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** How many players in the queue ahead of us?
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*/
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unsigned int mQueueCount;
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unsigned int mLastQueueCount;
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unsigned long mStartTime;
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};
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#endif // __FIREWALLWAIT_H__
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