$Date: 2005/10/28 11:33:36 $
$Revision: 1.29 $
-- Init
-- (From EM_DELAYED_PROCEDURES)
-- EiffelMedia network subsystem is
-- (From EM_SHARED_SUBSYSTEMS)
-- Last received packet
-- Returns reference to the singleton
-- (From EM_TIME_SINGLETON)
-- Add a_procedure which will be called in TIME_OFFSET miliseconds from "now" in the same thread!
-- Use the feature "process" to call all procedures whose time is up.
-- You could use EM_TIME_SINGLETON for global timing: The EM_EVENT_LOOP will call "process" each loop once.
-- You can also use the EM_EVENT_LOOP to have a per scene executeion.
-- (From EM_DELAYED_PROCEDURES)
-- executes all stored procedures whose time is up...
-- Make sure you don't add procedures which use a lot of computation time. Only small, short
-- procedures are appropriate. Otherwise use add_timed_callback which runs functions in a different thread
-- to avoid a laggy reaction to other events.
-- (From EM_DELAYED_PROCEDURES)
-- Send a_string to a_destination.
-- clear the whole "delayed procedure call" list (procedures added with add_procedure, executed with execute)
-- (From EM_DELAYED_PROCEDURES)
-- Handle a received packet.
-- Send failed event.
-- Passed parameter is the error code: Em_error_resolve_ip or Em_error_send_failed
-- Set are_timed_procedures_paused to a_value
-- Use this to pause the procedure callbacks. This is really usefull if you want to pause a game!
-- However, this will not pause functions added with add_timed_callback.
-- (From EM_DELAYED_PROCEDURES)
-- Are timed prcedures paused?
-- (From EM_DELAYED_PROCEDURES)
-- Handle data reveived event.
-- (From EM_SOCKET)
-- Handle send failed.
-- Socket id of Net2
-- (From EM_SOCKET)
-- pause started ticks
-- Used to compute a timedifference to implement pause mechanism.
-- (From EM_DELAYED_PROCEDURES)
-- list of procedures
-- (From EM_DELAYED_PROCEDURES)
A specialized UDP socket that can be linked into the event loop such that
an event handler will be called if new incomming packets are detected.