jak-project/game/kernel/common/ksocket.h
water111 e630b50690
[ckernel] split by game version (#1559)
* temp

* split up kprint, other than format

* start kmachine

* split kmachine

* split kscheme

* split klink

* split klisten

* split remaining

* jak2 ckernel gets to nokernel loop
2022-06-26 18:17:11 -04:00

52 lines
1.3 KiB
C

#pragma once
#include "common/common_types.h"
#include "game/kernel/common/Ptr.h"
/*!
* Update GOAL message header after receiving and verify message is ok.
* Return the size of the message in bytes (not including DECI or GOAL headers)
* Return -1 on error.
* The buffer parameter is unused.
* DONE, removed call to FlushCache(0);
*/
u32 ReceiveToBuffer(char* buff);
/*!
* Update GOAL message header after receiving and verify message is ok.
* Return the size of the message in bytes (not including DECI or GOAL headers)
* Return -1 on error.
* The buffer parameter is unused.
*/
u32 ReceiveToBuffer(char* buff);
/*!
* Do a DECI2 send and block until it is complete.
* The message type is OUTPUT
*/
s32 SendFromBuffer(char* buff, s32 size);
/*!
* Just prepare the Ack buffer, doesn't actually connect.
* Must be called before attempting to use the socket connection.
*/
void InitListenerConnect();
/*!
* Does nothing.
*/
void InitCheckListener();
/*!
* Doesn't actually wait for a message, just checks if there's currently a message.
* Doesn't actually send an ack either.
* More accurate name would be "CheckForMessage"
* Returns pointer to the message.
*/
Ptr<char> WaitForMessageAndAck();
/*!
* Doesn't close anything, just print a closed message.
*/
void CloseListener();