eco2d/code/game/src/network.h

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#pragma once
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#include "system.h"
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int32_t network_init(void);
int32_t network_destroy(void);
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// NOTE(zaklaus): client
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int32_t network_client_connect(const char *host, uint16_t port);
int32_t network_client_disconnect(void);
int32_t network_client_tick(void);
void network_client_update(void *data);
bool network_client_is_connected();
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typedef struct {
// NOTE(zaklaus): persistent stats bytes
uint32_t incoming_total;
uint64_t total_received;
uint32_t outgoing_total;
uint64_t total_sent;
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// NOTE(zaklaus): bandwidth (bytes/sec)
float incoming_bandwidth;
float outgoing_bandwidth;
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// NOTE(zaklaus): packet integrity
uint64_t packets_sent;
uint32_t packets_lost;
float packet_loss;
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// NOTE(zaklaus): ping
uint32_t ping;
uint32_t low_ping;
} network_client_stats;
network_client_stats
network_client_fetch_stats(void);
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// NOTE(zaklaus): server
int32_t network_server_start(const char *host, uint16_t port);
int32_t network_server_stop(void);
int32_t network_server_tick(void);
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void network_server_despawn_viewers(void *peer_id);
uint64_t network_server_get_entity(void *peer_id, uint16_t view_id);
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// NOTE(zaklaus): messaging
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int32_t network_msg_send(void *peer_id, void *data, size_t datalen, uint16_t channel_id);
int32_t network_msg_send_unreliable(void *peer_id, void *data, size_t datalen, uint16_t channel_id);