fteqw/engine/common/netinc.h

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rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 09:55:06 +01:00
#if !defined(NACL) && !defined(FTE_TARGET_WEB) && !defined(WINRT)
#define HAVE_IPV4 //says we can send and receive AF_INET ipv4 udp packets.
#define HAVE_TCP //says we can use tcp too (either ipv4 or ipv6)
#define HAVE_PACKET //if we have the socket api at all...
#endif
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 09:55:06 +01:00
#ifndef HAVE_PACKET
struct sockaddr
{
short sa_family;
};
/* struct sockaddr_in
{
short sin_family;
unsigned short sin_port;
in_addr sin_addr;
};*/
#define AF_UNSPEC 0
// #define AF_INET 1
/*NaCl engines cannot host servers. Regular FTE servers can use the same listening tcpconnect socket to host a websocket connection*/
#define AF_WEBSOCK 342
struct sockaddr_websocket
{
short sws_family;
char url[64];
};
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 09:55:06 +01:00
#define ntohs BigShort
#define htons BigShort
#define htonl BigLong
#define ntohl BigLong
#elif defined(_WIN32)
#ifdef _MSC_VER
#define USEIPX
#endif
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <winsock2.h>
// #include "winquake.h"
#ifdef USEIPX
#include "wsipx.h"
#endif
#include <ws2tcpip.h>
#include <errno.h>
#ifndef IPPROTO_IPV6
/*for msvc6*/
#define IPPROTO_IPV6 41
#ifndef EAI_NONAME
#define EAI_NONAME 8
#endif
struct ip6_scope_id
{
union
{
struct
{
u_long Zone : 28;
u_long Level : 4;
};
u_long Value;
};
};
#if !defined(in_addr6)
struct in6_addr
{
u_char s6_addr[16]; /* IPv6 address */
};
#define sockaddr_in6 sockaddr_in6_fixed /*earlier versions of msvc have a sockaddr_in6 which does _not_ match windows, so this *must* be redefined for any non-final msvc releases or it won't work at all*/
typedef struct sockaddr_in6
{
short sin6_family;
u_short sin6_port;
u_long sin6_flowinfo;
struct in6_addr sin6_addr;
union
{
u_long sin6_scope_id;
struct ip6_scope_id sin6_scope_struct;
};
};
struct addrinfo
{
int ai_flags;
int ai_family;
int ai_socktype;
int ai_protocol;
size_t ai_addrlen;
char* ai_canonname;
struct sockaddr * ai_addr;
struct addrinfo * ai_next;
};
#endif
#endif
#ifndef IPV6_V6ONLY
#define IPV6_V6ONLY 27
#endif
#else
#include <sys/time.h>
#include <sys/types.h>
#include <sys/socket.h>
#include <netinet/in.h>
#include <netinet/tcp.h>
#include <netdb.h>
#include <sys/ioctl.h>
#include <sys/uio.h>
#include <arpa/inet.h>
#include <errno.h>
#include <unistd.h>
#ifdef sun
#include <sys/filio.h>
#endif
#ifdef NeXT
#include <libc.h>
#endif
#if defined(__MORPHOS__) && !defined(ixemul)
#define closesocket CloseSocket
#define ioctlsocket IoctlSocket
#else
#define closesocket close
#define ioctlsocket ioctl
#endif
#if defined(AF_INET6) && !defined(IPPROTO_IPV6)
#define IPPROTO_IPV6 IPPROTO_IPV6
#endif
#define SOCKET int
#endif
#if defined(_WIN32)
#define neterrno() WSAGetLastError()
//this madness is because winsock defines its own errors instead of using system error codes.
//*AND* microsoft then went and defined names for all the unix ones too... with different values! oh the insanity of it all!
#define NET_EWOULDBLOCK WSAEWOULDBLOCK
#define NET_EINPROGRESS WSAEINPROGRESS
#define NET_EMSGSIZE WSAEMSGSIZE
#define NET_ECONNRESET WSAECONNRESET
#define NET_ECONNABORTED WSAECONNABORTED
#define NET_ECONNREFUSED WSAECONNREFUSED
#define NET_ENOTCONN WSAENOTCONN
#define NET_EACCES WSAEACCES
#define NET_EADDRNOTAVAIL WSAEADDRNOTAVAIL
#define NET_EAFNOSUPPORT WSAEAFNOSUPPORT
#elif defined(__MORPHOS__) && !defined(ixemul)
#define neterrno() Errno()
#else
#define neterrno() errno
#endif
#ifndef NET_EWOULDBLOCK
//assume unix codes instead, so our prefix still works.
#define NET_EWOULDBLOCK EWOULDBLOCK
#define NET_EINPROGRESS EINPROGRESS
#define NET_EMSGSIZE EMSGSIZE
#define NET_ECONNRESET ECONNRESET
#define NET_ECONNABORTED ECONNABORTED
#define NET_ECONNREFUSED ECONNREFUSED
#define NET_ENOTCONN ENOTCONN
#define NET_EACCES EACCES
#define NET_EADDRNOTAVAIL EADDRNOTAVAIL
#define NET_EAFNOSUPPORT EAFNOSUPPORT
#endif
#ifndef INVALID_SOCKET
#define INVALID_SOCKET -1
#endif
#ifndef INADDR_LOOPBACK
#define INADDR_LOOPBACK 0x7f000001
#endif
#if defined(FTE_TARGET_WEB)
#undef IPPROTO_IPV6
#endif
#if 1//def SUPPORT_ICE
struct icecandinfo_s
{
char candidateid[64];
char addr[64]; //v4/v6/fqdn. fqdn should prefer ipv6
int port;
int transport; //0=udp. other values not supported
int foundation; //to figure out...
int component; //1-based. allows rtp+rtcp in a single ICE... we only support one.
int priority; //some random value...
enum
{
ICE_HOST=0,
ICE_SRFLX=1, //Server Reflexive (from stun, etc)
ICE_PRFLX=2, //Peer Reflexive
ICE_RELAY=3,
} type; //says what sort of proxy is used.
char reladdr[64]; //when proxied, this is our local info
int relport;
int generation; //for ice restarts. starts at 0.
int network; //which network device this comes from.
};
enum iceproto_e
{
ICEP_INVALID, //not allowed..
ICEP_QWSERVER, //we're server side
ICEP_QWCLIENT, //we're client side
ICEP_VOICE, //speex. requires client.
ICEP_VIDEO //err... REALLY?!?!?
};
enum icemode_e
{
ICEM_RAW, //not actually interactive beyond a simple handshake.
ICEM_ICE //rfc5245. meant to be able to holepunch, but not implemented properly yet.
};
enum icestate_e
{
ICE_INACTIVE, //idle.
ICE_FAILED,
ICE_CONNECTING, //exchanging pings.
ICE_CONNECTED //media is flowing, supposedly. sending keepalives.
};
struct icestate_s;
#define ICE_API_CURRENT "Internet Connectivity Establishment 0.0"
typedef struct
{
struct icestate_s *(QDECL *ICE_Create)(void *module, char *conname, char *peername, enum icemode_e mode, enum iceproto_e proto); //doesn't start pinging anything.
qboolean (QDECL *ICE_Set)(struct icestate_s *con, char *prop, char *value);
qboolean (QDECL *ICE_Get)(struct icestate_s *con, char *prop, char *value, int valuesize);
struct icecandinfo_s *(QDECL *ICE_GetLCandidateInfo)(struct icestate_s *con); //retrieves candidates that need reporting to the peer.
void (QDECL *ICE_AddRCandidateInfo)(struct icestate_s *con, struct icecandinfo_s *cand); //stuff that came from the peer.
void (QDECL *ICE_Close)(struct icestate_s *con); //bye then.
void (QDECL *ICE_CloseModule)(void *module); //closes all unclosed connections, with warning.
} icefuncs_t;
extern icefuncs_t iceapi;
#endif
#define ADDR_NATPMP (1u<<0)
#define ADDR_UPNPIGP (1u<<1)
#define FTENET_ADDRTYPES 2
typedef struct ftenet_generic_connection_s {
char name[MAX_QPATH];
int (*GetLocalAddresses)(struct ftenet_generic_connection_s *con, unsigned int *adrflags, netadr_t *addresses, int maxaddresses);
qboolean (*ChangeLocalAddress)(struct ftenet_generic_connection_s *con, const char *newaddress);
qboolean (*GetPacket)(struct ftenet_generic_connection_s *con);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 09:55:06 +01:00
qboolean (*SendPacket)(struct ftenet_generic_connection_s *con, int length, const void *data, netadr_t *to);
void (*Close)(struct ftenet_generic_connection_s *con);
#ifdef HAVE_PACKET
int (*SetReceiveFDSet) (struct ftenet_generic_connection_s *con, fd_set *fdset); /*set for connections which have multiple sockets (ie: listening tcp connections)*/
#endif
netadrtype_t addrtype[FTENET_ADDRTYPES];
qboolean islisten;
#ifdef HAVE_PACKET
SOCKET thesocket;
#else
int thesocket;
#endif
} ftenet_generic_connection_t;
#define MAX_CONNECTIONS 8
typedef struct ftenet_connections_s
{
qboolean islisten;
ftenet_generic_connection_t *conn[MAX_CONNECTIONS];
} ftenet_connections_t;
void ICE_Tick(void);
qboolean ICE_WasStun(netsrc_t netsrc);
void QDECL ICE_AddLCandidateConn(ftenet_connections_t *col, netadr_t *addr, int type);
void QDECL ICE_AddLCandidateInfo(struct icestate_s *con, netadr_t *adr, int adrno, int type);
ftenet_connections_t *FTENET_CreateCollection(qboolean listen);
void FTENET_CloseCollection(ftenet_connections_t *col);
qboolean FTENET_AddToCollection(struct ftenet_connections_s *col, const char *name, const char *address, netadrtype_t addrtype, qboolean islisten);
int NET_EnumerateAddresses(ftenet_connections_t *collection, struct ftenet_generic_connection_s **con, int *adrflags, netadr_t *addresses, int maxaddresses);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 09:55:06 +01:00
vfsfile_t *FS_OpenSSL(const char *hostname, vfsfile_t *source, qboolean server);
#ifdef HAVE_PACKET
vfsfile_t *FS_OpenTCPSocket(SOCKET socket, qboolean conpending, const char *peername); //conpending allows us to reject any writes until the connection has succeeded
#endif
vfsfile_t *FS_OpenTCP(const char *name, int defaultport);