-/*
- * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
- * All trademarks are property of their respective owners
- */
-
-#ifndef NETWORK_H
-#define NETWORK_H
-
-#include "vg/vg_stdint.h"
-#include "steam.h"
-#include "network_msg.h"
-#include "highscores.h"
-
-static int network_scores_updated = 0;
-
-/*
- * Interface
- */
-//#define SR_USE_LOCALHOST
-
-/* Call it at start; Connects us to the gameserver */
-static void network_init(void);
-
-/* Run this from main loop */
-static void network_update(void);
-
-/* Call it at shutdown */
-static void network_end(void);
-
-/*
- * Can buffer up a bunch of these by calling many times, they will be
- * sent at the next connection
- */
-static void network_submit_highscore( u32 trackid, u16 points, u16 time );
-
-/*
- * Game endpoints are provided with the same names to allow running without a
- * network connection.
- */
-
-struct {
- u8 app_symmetric_key[ 1024 ];
- u32 app_key_length;
- EServerMode auth_mode;
-
- int name_update;
-
- HSteamNetConnection remote;
- ESteamNetworkingConnectionState state;
-
- f64 last_attempt, last_frame;
- u32 retries;
-
- i32 network_info;
-}
-static network_client = {
- .state = k_ESteamNetworkingConnectionState_None,
- .auth_mode = eServerModeAuthentication,
- .name_update = 1
-};
-
-#endif /* NETWORK_H */