Files
dusk/src/dusk/network/network.h
T
2026-04-17 14:57:10 -05:00

126 lines
3.9 KiB
C

/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "error/error.h"
#include "network/networkplatform.h"
#ifndef networkPlatformInit
#error "networkPlatformInit must be defined"
#endif
#ifndef networkPlatformUpdate
#error "networkPlatformUpdate must be defined"
#endif
#ifndef networkPlatformDispose
#error "networkPlatformDispose must be defined"
#endif
#ifndef networkPlatformIsConnected
#error "networkPlatformIsConnected must be defined"
#endif
typedef enum {
NETWORK_STATE_DISCONNECTED,
NETWORK_STATE_CONNECTING,
NETWORK_STATE_CONNECTED,
NETWORK_STATE_DISCONNECTING,
} networkstate_t;
typedef struct {
networkplatform_t platform;
errorstate_t errorState;
networkstate_t state;
void (*onDisconnect)(errorret_t error, void *user);
void *disconnectUser;
} network_t;
extern network_t NETWORK;
/**
* Initializes the network system. This will NOT connect to the network.
*
* @return An error code indicating success or failure.
*/
errorret_t networkInit();
/**
* Updates the network manager, dispatching any completed async request
* callbacks on the main thread.
*
* @return An error code indicating success or failure.
*/
errorret_t networkUpdate();
/**
* Disposes of the network manager. This will NOT disconnect from the network.
*
* @return An error code indicating success or failure.
*/
errorret_t networkDispose();
/**
* Returns true if the system is connected to AN network, this doesn't mean that
* requests will succeed, doesn't mean there's internet, just that we could
* possibly make network requests. If this is false, this usually means
* something like;
* - A network cable is not connnected
* - No Wi-Fi Connection has been established
* - No IP Address has been assigned
*
* That kinda stuff.
*
* In future I will probably have REASONS for why it's not connected, for
* example;
* - On PSP you need to "request" network access
* - On GameCube, network settings need to be defined, including DHCP, etc.
* - On Windows, this may require additional permissions
*
* @return True if some network connection is detected.
*/
bool_t networkIsConnected();
/**
* See networkIsConnected for a bit more info, but this is for some
* platforms (mainly PSP) to request the system to start doing networking.
*
* You should only call this once and assume that it is "pending" until either
* onComplete or onFailed is invoked. If you call this twice it is undefined
* behavior.
*
* onDisconnect must be provided, and is called whenever the network is lost
* after a successful connection. This will NOT be called if disconnect is
* manually triggered, but WILL if an error occurs, or a network stack bug, etc.
*
* @param onConnected Callback to invoke when the network is connected.
* @param onFailed Callback to invoke if the network connection fails.
* @param onDisconnect Called after a successful connection, when disconnected.
* @param user User data to pass to the callbacks.
*/
void networkRequestConnection(
void (*onConnected)(void *user),
void (*onFailed)(errorret_t error, void *user),
void (*onDisconnect)(errorret_t error, void *user),
void *user
);
/**
* Requests the system to disconnect from the network. This is basically just
* for PSP, but I guess it could be used on other platforms in future if they
* have some kind of "network connection mode" that needs to be exited.
*
* You should only call this once and assume that it is "pending" until
* onComplete is invoked. If you call this twice it is undefined behavior.
*
* If it fails, you still get onComplete called, but may fail if you try to
* reconnect later unfortunately.
*
* @param onComplete Callback to invoke when the network is disconnected.
* @param user User data to pass to the callback.
*/
void networkRequestDisconnection(
void (*onComplete)(void *user),
void *user
);