Ult3D
Implementation of "Ultimate 3D Game Engine Design & Architecture" by Allan Sherrod
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#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 |
#define NETWORK_ACTION_TYPE (2) |
#define NETWORK_PRINT (1) |
#define NETWORK_STATUS_TYPE (1) |
#define NETWORK_VERIFY (1) |
void Client | ( | const char * | serverIp, |
int | portNumber ) |
int main | ( | int | argc, |
char * | argv[] ) |
void NetworkCallback | ( | int | usage, |
int | type, | ||
char * | data, | ||
int | size ) |
void Server | ( | int | portNumber | ) |
bool gDisconnect = false |
Ult::Network gNetwork(32) | ( | 32 | ) |