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Initial commit of Command & Conquer Renegade source code.
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Code/WWOnline/WOLGame.h
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111
Code/WWOnline/WOLGame.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/WWOnline/WOLGame.h $
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*
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* DESCRIPTION
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*
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* PROGRAMMER
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* $Author: Steve_t $
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*
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* VERSION INFO
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* $Revision: 6 $
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* $Modtime: 8/21/02 12:31p $
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*
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******************************************************************************/
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#ifndef __WOLGAME_H__
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#define __WOLGAME_H__
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#include "RefPtr.h"
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#include "WOLUser.h"
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#include "WaitCondition.h"
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#include <WWLib\Notify.h>
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namespace WWOnline {
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class ChannelData;
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class GameStartEvent
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{
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public:
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const RefPtr<ChannelData>& GetChannel(void) const
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{return mChannel;}
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const UserList& GetPlayers(void) const
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{return mPlayers;}
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const unsigned long GetGameID(void) const
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{return mGameID;}
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bool IsSuccess(void) const
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{return SUCCEEDED(mResult);}
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const char* GetErrorDescription(void) const;
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GameStartEvent(HRESULT result) :
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mResult(result),
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mGameID(0)
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{}
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GameStartEvent(const RefPtr<ChannelData>& channel, const UserList& users, unsigned long gameID);
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~GameStartEvent()
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{}
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protected:
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GameStartEvent(const GameStartEvent&);
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const GameStartEvent operator=(const GameStartEvent&);
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private:
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HRESULT mResult;
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RefPtr<ChannelData> mChannel;
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UserList mPlayers;
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unsigned long mGameID;
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};
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class GameStartWait :
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public SingleWait,
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public Observer<GameStartEvent>
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{
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public:
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static RefPtr<GameStartWait> Create(const UserList& players, void(*callback)(void) = NULL);
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void WaitBeginning(void);
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protected:
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GameStartWait(const UserList& players, void(*callback)(void) = NULL);
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virtual ~GameStartWait();
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// Prevent copy and assignment
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GameStartWait(const GameStartWait&);
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const GameStartWait& operator=(const GameStartWait&);
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void HandleNotification(GameStartEvent&);
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void EndWait(WaitResult result, const wchar_t* endText);
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void (*mTimeoutCallback)(void);
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NativeWOLUserList mPlayers;
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};
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}
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#endif // __WOLGAME_H__
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