|
|
|
/*==LICENSE==*
|
|
|
|
|
|
|
|
CyanWorlds.com Engine - MMOG client, server and tools
|
|
|
|
Copyright (C) 2011 Cyan Worlds, Inc.
|
|
|
|
|
|
|
|
This program is free software: you can redistribute it and/or modify
|
|
|
|
it under the terms of the GNU General Public License as published by
|
|
|
|
the Free Software Foundation, either version 3 of the License, or
|
|
|
|
(at your option) any later version.
|
|
|
|
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
|
|
GNU General Public License for more details.
|
|
|
|
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
|
|
along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
|
|
|
|
Additional permissions under GNU GPL version 3 section 7
|
|
|
|
|
|
|
|
If you modify this Program, or any covered work, by linking or
|
|
|
|
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
|
|
|
|
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
|
|
|
|
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
|
|
|
|
(or a modified version of those libraries),
|
|
|
|
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
|
|
|
|
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
|
|
|
|
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
|
|
|
|
licensors of this Program grant you additional
|
|
|
|
permission to convey the resulting work. Corresponding Source for a
|
|
|
|
non-source form of such a combination shall include the source code for
|
|
|
|
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
|
|
|
|
work.
|
|
|
|
|
|
|
|
You can contact Cyan Worlds, Inc. by email legal@cyan.com
|
|
|
|
or by snail mail at:
|
|
|
|
Cyan Worlds, Inc.
|
|
|
|
14617 N Newport Hwy
|
|
|
|
Mead, WA 99021
|
|
|
|
|
|
|
|
*==LICENSE==*/
|
|
|
|
|
|
|
|
#ifndef pnNbProtocol_inc
|
|
|
|
#define pnNbProtocol_inc
|
|
|
|
|
|
|
|
#include "HeadSpin.h"
|
|
|
|
#include "pnNbConst.h"
|
|
|
|
|
|
|
|
/*****************************************************************************
|
|
|
|
*
|
|
|
|
* Net protocols
|
|
|
|
*
|
|
|
|
***/
|
|
|
|
|
|
|
|
const unsigned kNetProtocolServerBit = 0x80;
|
|
|
|
|
|
|
|
// These codes may not be changed unless ALL servers and clients are
|
|
|
|
// simultaneously replaced; so basically forget it =)
|
|
|
|
enum ENetProtocol {
|
|
|
|
kNetProtocolNil = 0,
|
|
|
|
|
|
|
|
// For test applications
|
|
|
|
kNetProtocolDebug = 1,
|
|
|
|
|
|
|
|
// Client connections
|
|
|
|
kNetProtocolCli2GateKeeper = 2,
|
|
|
|
kNetProtocolCli2Unused_02 = 3,
|
|
|
|
kNetProtocolCli2Auth = 4,
|
|
|
|
kNetProtocolCli2Game = 5,
|
|
|
|
kNetProtocolCli2File = 6,
|
|
|
|
kNetProtocolCli2Unused_01 = 7,
|
|
|
|
|
|
|
|
// Server connections
|
|
|
|
kNetProtocolSrvConn = 0 | kNetProtocolServerBit,
|
|
|
|
kNetProtocolSrv2Mcp = 1 | kNetProtocolServerBit,
|
|
|
|
kNetProtocolSrv2Vault = 2 | kNetProtocolServerBit,
|
|
|
|
kNetProtocolSrv2Db = 3 | kNetProtocolServerBit,
|
|
|
|
kNetProtocolSrv2State = 4 | kNetProtocolServerBit,
|
|
|
|
kNetProtocolSrv2Log = 5 | kNetProtocolServerBit,
|
|
|
|
kNetProtocolSrv2Score = 6 | kNetProtocolServerBit,
|
|
|
|
};
|
|
|
|
|
|
|
|
// NOTE: When adding a new net protocol, be sure to update
|
|
|
|
// NetProtocolToString as well. Unfortunately, the compiler
|
|
|
|
// cannot enforce this since the protocol values are not
|
|
|
|
// numerically sequential.
|
|
|
|
const wchar_t * NetProtocolToString (ENetProtocol protocol);
|
|
|
|
|
|
|
|
#endif // pnNbProtocol_inc
|