Ult3D
Implementation of "Ultimate 3D Game Engine Design & Architecture" by Allan Sherrod
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testNetwork.cpp File Reference
#include <iostream>
#include <string>
#include <Ult/Network/Network.h>
#include <Ult/Network/Socket.h>

Macros

#define NETWORK_STATUS_TYPE   (1)
 
#define NETWORK_VERIFY   (1)
 
#define NETWORK_ACTION_TYPE   (2)
 
#define NETWORK_PRINT   (1)
 

Functions

void NetworkCallback (int usage, int type, char *data, int size)
 
void Server (int portNumber)
 
void Client (const char *serverIp, int portNumber)
 
int main (int argc, char *argv[])
 

Variables

Ult::Network gNetwork (32)
 
bool gDisconnect = false
 

Macro Definition Documentation

◆ NETWORK_ACTION_TYPE

#define NETWORK_ACTION_TYPE   (2)

◆ NETWORK_PRINT

#define NETWORK_PRINT   (1)

◆ NETWORK_STATUS_TYPE

#define NETWORK_STATUS_TYPE   (1)

◆ NETWORK_VERIFY

#define NETWORK_VERIFY   (1)

Function Documentation

◆ Client()

void Client ( const char * serverIp,
int portNumber )

◆ main()

int main ( int argc,
char * argv[] )

◆ NetworkCallback()

void NetworkCallback ( int usage,
int type,
char * data,
int size )

◆ Server()

void Server ( int portNumber)

Variable Documentation

◆ gDisconnect

bool gDisconnect = false

◆ gNetwork

Ult::Network gNetwork(32) ( 32 )