#ifndef GAME_SHIELD_LIB_SHIELDSECURITY_H #define GAME_SHIELD_LIB_SHIELDSECURITY_H #include // path to innova's dll to load, if not specified or not called // then by default loads "gameShieldDll.dll" from current directory void frostInitialize(const char* dllPath); // call at the end of application, to free frost's resourses void frostFinalize(); // call to set userName void frostSetUserName(const char* uin); // call to set selected char's name void frostSetCharName(const char* cName); // replacemant for ::connect() int frostConnect(SOCKET s, const struct sockaddr* name, int namelen); // replacemant for ::send() int frostSend(SOCKET s, const char* buf, int len, int flags); // replacemant for ::recv() int frostRecv(SOCKET s, char* buf, int len, int flags); // replacemant for ::WSASend() int frostWSASend(SOCKET s, LPWSABUF lpBuffers, DWORD dwBufferCount, LPDWORD lpNumberOfBytesSent, DWORD dwFlags, LPWSAOVERLAPPED lpOverlapped, LPWSAOVERLAPPED_COMPLETION_ROUTINE lpCompletionRoutine); // replacemant for ::WSARecv() int frostWSARecv(SOCKET s, LPWSABUF lpBuffers, DWORD dwBufferCount, LPDWORD lpNumberOfBytesRecvd, LPDWORD lpFlags, LPWSAOVERLAPPED lpOverlapped, LPWSAOVERLAPPED_COMPLETION_ROUTINE lpCompletionRoutine); // replacemant for ::sendto() int frostSendto(SOCKET s, const char* buf, int len, int flags, const struct sockaddr* to, int tolen); // replacemant for ::recvfrom() int frostRecvfrom(SOCKET s, char* buf, int len, int flags, struct sockaddr* from, int* fromlen); #endif //GAME_SHIELD_LIB_SHIELDSECURITY_H