khanat-opennel-code/code/nel/src/net/dummy_tcp_sock.cpp

61 lines
1.5 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "stdnet.h"
#include "nel/net/dummy_tcp_sock.h"
#include "nel/net/net_log.h"
using namespace NLMISC;
namespace NLNET {
/*
* Set only the remote address
*/
void CDummyTcpSock::connect( const CInetAddress& addr )
{
_RemoteAddr = addr;
_Sock = 100;
_BytesReceived = 0;
_BytesSent = 0;
//CSynchronized<bool>::CAccessor sync( &_SyncConnected );
//sync.value() = true;
_Connected = true;
LNETL0_DEBUG( "LNETL0: Socket connected to %s", addr.asString().c_str() );
}
/*
*Dummy disconnection
*/
void CDummyTcpSock::disconnect()
{
LNETL0_DEBUG( "LNETL0: Socket disconnecting from %s...", _RemoteAddr.asString().c_str() );
//CSynchronized<bool>::CAccessor sync( &_SyncConnected );
//sync.value() = false;
_Connected = false;
}
} // NLNET