// NeL - MMORPG Framework // 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 . #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::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::CAccessor sync( &_SyncConnected ); //sync.value() = false; _Connected = false; } } // NLNET