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DirtySDK (EA's Dirty Sockets library) will be used for the LiveAPI implementation, and depends on: EABase, EAThread.
64 lines
1.7 KiB
C
64 lines
1.7 KiB
C
/*H*************************************************************************************************/
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/*!
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\File protoname.h
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\Description
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This module provides name lookup services via DNS. It is platform indepedent
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and can be used to resolve names for use with other protocol modules. At this
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point, name support is being removed from other protocol modules so it can be
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centralized here.
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\Notes
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None.
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\Copyright
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Copyright (c) Tiburon Entertainment / Electronic Arts 2002. ALL RIGHTS RESERVED.
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\Version 1.0 03/19/02 (GWS) First Version
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*/
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/*************************************************************************************************H*/
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#ifndef _protoname_h
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#define _protoname_h
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/*!
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\Moduledef ProtoName ProtoName
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\Modulemember Proto
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*/
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//@{
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/*** Include files *********************************************************************/
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#include "DirtySDK/platform.h"
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#include "DirtySDK/dirtysock/dirtynet.h"
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/*** Defines ***************************************************************************/
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/*** Macros ****************************************************************************/
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/*** Type Definitions ******************************************************************/
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/*** Variables *************************************************************************/
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/*** Functions *************************************************************************/
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#ifdef __cplusplus
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extern "C" {
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#endif
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// async lookup of a domain name
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DIRTYCODE_API HostentT *ProtoNameAsync(const char *pName, int32_t iTimeout);
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// synchronous (blocking) lookup of a domain name.
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DIRTYCODE_API uint32_t ProtoNameSync(const char *pName, int32_t iTimeout);
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#ifdef __cplusplus
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}
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#endif
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//@}
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#endif // _protoname_h
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